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Now, people are so media saturated that they're begging to remove as much content as possible in order to just get the clearest bit of information. I can't help we've lost something in society when we're not really enjoying or having fun unless we get immediate and overwhelming pleasure triggers.
I find that many people are so afraid of reading game rules that they'd rather watch 15-30m how to play videos. It's telling of the industry that these videos are typically better learning resources than the rulebooks themselves.
My favorite rulebooks have 1-page rule references at the back or scannable columns on each page that summarize the main text.
As someone who enjoys technical documentation writing, I think board game rulebook writing would be a rewarding experience. Not exactly sure how to get into that field though...
(I have yet to read this in full, but I'm excited to dig in)
Background: Destiny 2 is a co-op multiplayer FPS, and its pinnacle activity is 6-player raids, which requires players to combine fast-paced FPS gunplay, split-second reaction to mechanics, and coordination and communication with other players. This can be a daunting and overwhelming challenge for players new to the raid, even if they already are experienced in FPS gameplay.
Challenge: explain to a player, familiar with Destiny gameplay but new to the raid, the mechanics of an "encounter" in 5-15 minutes, live. It must be as concise as possible so as not to confuse or overwhelm them, and not stretch the patience of the other players already familiar with the encounter.
Too often I've see players start from the immediate aspects, working forwards towards the later/broader aspects of the encounter, but I find that in the firehose of information, by the time the explanation is complete, the player has forgotten the first, immediately important details: "wait, tell me again what am I supposed to shoot first?"
So the approach I've been experimenting with is to work backwards from the goal of the encounter, so as to finish with the most immediate, tactically important information, so it's freshest in their memory. I don't yet have enough data points to conclude whether this is a better approach ;)
In any case, I'm just barely wading into the immense topic that people have spent decades, careers, and PhDs on: teaching, but it is fascinating the breadth of choices one has in how to approach an explanation.
(I also play a fair bit of board games, and learning a new board game is the primary obstacle of adoption, so I really appreciate the OP author's points)
I get that game designers want the player to understand all of the rules in a game but it quickly turns into its own game of trying to decipher a huge tome to understand how this game works. We just want to play the game as soon as possible and learn as we go, but tons of rulebooks try to teach you every single mechanic before you move a piece on the board.
My biggest pet peeve with rulebooks by far is how many rulebooks feel like they're written out of order (which is touched on in the book above). I would get to parts that should be simple like moving a character or something similar, but there would be ten asterisks to how it works, each explained in different parts of the book.
Fake example: "Here's the movement phase, where you can move your character! Character movement is determined by your weight, refer to the weight class your character is currently in." Meanwhile, weight classes are explained 30 pages later. Now you're expected to either memorize everything, or bounce around flipping pages left and right in order to go step by step...