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Three Moves Ahead

Three Moves Ahead 211: Worth a Thousand Words

Three Moves Ahead

Idle Thumbs

War Games, Strategy Games, War, Games & Hobbies, Strategy, Video Games, Games

4.8532 Ratings

🗓️ 27 March 2013

⏱️ 58 minutes

🧾️ Download transcript

Summary

PAX East 2013 was host to the second ever Three Moves Ahead panel, and this time we took on interface design. Troy and Rob were joined by Rob Daviau (IronWall), Eric Lee Smith (Shenandoah) and Nels Anderson (Klei)

Transcript

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0:00.0

So good evening and welcome to the Three Moves Ahead panel on Interface Design,

0:05.0

worth a thousand words. And I want to welcome you to what is surely the wonkiest possible

0:10.0

subject you could have chosen for the 730 talk at Pax. So congratulations. You are all like

0:17.0

Uber nerds to the point where it's like not even cool.

0:27.3

We're going to skip introductions because I'm just a little bit concerned about time because we all got a lot of demonstrations to go through.

0:31.1

So each panel is going to introduce himself as he sort of highlights some examples of good

0:37.3

and disastrous interface design and information

0:40.7

design in games. So we'll start off with my friend and the CEO of Ironwall Games, Rob Davio.

0:49.1

Hello? Just getting my notes up.

0:55.0

Hello, I am anchoring the board game portion of this.

0:59.0

We're going to start out kind of old school with some cardboard and some plastic

1:02.0

and then move through technology as we go to the right.

1:05.0

The idea of interface design for board games or tabletop games in general is kind of interesting.

1:10.0

I've been in the industry

1:11.2

for almost 15 years now as a designer. I spent most of that time at Hasbro, which is Parker Brothers

1:16.4

and Milton Bradley, and then left just about six months ago to kind of do my own thing, doing

1:21.2

game consulting and publishing some of my own designs or will be publishing. It takes a little

1:26.0

while to design them. So what I want to talk about today is what exactly interface design is for a board game. There's

1:31.4

obviously no screens. There's no hut keys. There's no buttons that you're pushing or

1:34.9

buttons that you're mashing. But underneath all that, it remains the same, which is how does a player

1:39.6

interact with the vision of the designer? Designer comes up with a series of systems and wants you to have a great time with them.

1:47.4

And for the sake of this example,

...

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