I recently pulled out my latest prototype. It is card based with text, but I have severely limited the text. Some cards are simple symbols (x money - generates y victory points) and others are mostly 2 short sentences or less (comparable to Dominion).
I had a player play the mechanics of the game without reading anything except a couple of cards. Now, this player would read anything from Fantasy Flight, so I think the theme isn't one that attracted him. However, although people enjoy the game and request it, I find that certain people that do not shut down when they have to read inside the game during play and will not read.
I have no problem with this in another game, since this is a prototype and I am trying to solicit feedback I find it hard to figure out what I am supposed to learn from players that die from wall of text (even though my wall is little more than a 2 foot tall hedgerow).
Is it that certain people will not read all 10 Dominion Kingdom cards in the entire game and we as designers are asking too much of these gamers or is it that they tend more towards symbols and will be more responsive to a list of 50 symbols like Race for the Galaxy? OR is it that they are just too lazy to be bothered and will not respond to either?
I am curious how I should judge feedback from these players because they information they are basing things from is one of a person that did not bother to inform themselves of certain pieces of the game. Any thoughts?
I've ranted for years that the game industry should have already developed an international symbol set to a 50/50 response. It's times like this that I seem to prove my point.
Why can we not agree on a symbol for drawing a card? For discarding a card? Ugh.
How much time do we waste as designers adding symbols and icons when we should be designing games?
Still, where is the fine line between wall of text for the gamer that would normally play a game of the type tuning out and the wall of icons in Race for the Galaxy tuning out?