This month we're examining approachability in games. How can we remove barriers to entry for new players?
This week we begin with the six axioms of approachability that will help display the direction we'll be taking this month. Each week we'll look at plenty of examples of games that use some interesting methods that games use to connect with an audience.
I'll update this post as we progress through the month. I hope you'll join me with your own thoughts and ideas.
In our second week of Approachability we are focusing on the introductory phase of a new game. How can we prevent a new game from appearing to be an overwhelming experience for hesitant players?
http://www.gamesprecipice.com/extending-the-invitation/
This week we focused on Familiarity and Purpose.
Familiarity is the ability to establish connections with players based on their prior experiences. In Scrabble a new player might have concerns of seeing letters and words and various scoring spaces on the board but if it is pitched as "We build a crossword puzzle" that may alleviate concerns over the idea behind the game before it begins.
Purpose is the process of establishing the objective in a game and allowing players to position themselves around the end goal.