From: mike@isgtec.com (Mike Sellers)
Newsgroups: rec.games.design
Subject: AIIEEE!!! -- Attack of the IRS Forms (was Re: Y/TCT Minirules)
Date: 15 Oct 92 01:21:17 GMT
Organization: ISG Technologies Inc., Mississauga Ontario

In article <81491@ut-emx.uucp> dfn@ccwf.cc.utexas.edu (David Nalle) writes:
> YSGARTH & TO CHALLENGE TOMORROW MINIRULES 
> [...]
> We think our mechanics are so powerful, so elegant and so playable that
> once you've tried them you'll want to use them to replace the mechanics 
> in your current campaign.
> [...]
> 
> Basic Characteristics
>         Characters start with 160 points.  These are divided between
> twelve basic characteristics.  Extra points can be saved and used to
> enhance some secondary characteristics.
>         The 12 characteristics are divided into the Social (APPearance,
> CHArisma, ZEAl & SOCial Standing), Mental (INTelligence, JUDgement, WILl &
> TALent) and Physical (CONstitution, STRength, DEXterity & AGIlity) groups.
> You must put at least 36 points in each group and may not put more than 72
> points in each group.  No characteristic may be lower than 1 or higher
> than 24  No more than 20 points out of the starting total may be reserved
> for enhancement of secondary characteristics.

Man-o-man.  Does anyone else find their eyes glazing over as they read
this?  I have to remember what AGI, TAL, ZEA and JUD mean, among others, 
while being sure to spend at least 36 but not more than 72 points overall
with as much as 24 in any one but not more than 20 leftover for enhancment?!
And this is in the first page of the *mini* rules!  _This_ is "elegant and
playable"?  Aiieee!  I can get this kind of fun each Spring by simply 
subtracting the result of lines 13 to 18 from line 45 on page 10a unless 
line 32 on Schedule B is less than 0 after being multiplied by 0.234 or by 
the amount found in the 5th column on line 3 of Table Shoe on page 14 if I'm 
itemizing marsupials this year...

Dave, I know that you're selling your games, and that dollars definitely
mean something, but have you ever submitted your design and mechanics to
a usability test?  For example, have you ever given your game to a small
group (one to three people) who have _never_ seen or heard of it before,
and videotaped their first, say, hour with the game *without you being
there*?  If you can do this, and honestly make use of the results (not 
*nearly* as easy as it sounds), you'll have a much better game out there.
Trust me:  From a straight usability standpoint, abbreviations, a multitude
of unfamiliar attributes, and any multiplicative control factor (other
than 5, perhaps) is going to make your game far more difficult to use
in a fun, non-dedicated gaming session.  I've gotta believe this is costing
you sales.  Having put on my "dumb/novice gamer" hat, I know *I* wouldn't
buy it.


...On the other hand, while I do usability work for a living, at least
*your* game has the virtue of really being on the market.  Perhaps someday
I'll be able to say the same.
--
              Mike Sellers      User Interface Team Leader
           mike@isgtec.com      ISG Technologies, Toronto, Canada
              "Actum ne agas" -- Do not do what has been done.
                         Furare tantum ab Optimis