Yesterday, I had my first crack at the iPad version of Caylus. Amazingly, I've never played the physical version, even during the stampede of enthusiasm right after its initial release. Just something I never got around to, and now I can.
My first impressions are fairly tepid. It may be the game, or it may be the port of the game to the iOS platform. The developer, Big Daddy Creations, did a fantastic job with Neuroshima Hex, which is still one of my all-time moible versions of a boardgame, something I still play when I'm waiting for the subway train or otherwise need to kill a few minutes.
In contrast to my first impressions, people at BGG seem to like it. Reading through this thread, I suspect it might have something to do with their prior experience with Caylus. Where I need to keep clicking multiple times to find out what a building does, they already know.
Or, I could be wrong. So, research nerd that I am, I started a poll at BGG about iOS boardgames generally. Do they have any different level of appeal for people who have played the game, versus people who are new to it?
Showing posts with label ipad. Show all posts
Showing posts with label ipad. Show all posts
Wednesday, January 18, 2012
Saturday, July 9, 2011
How UX made me a Ticket To Ride player
After playing a few sessions of Ticket To Ride with friends, I lost interest. It struck me as an OK game, and I could understand why it had a strong fan base. However, given limited boardgaming opportunities, I happily let my copy go.

That was several years ago. Today, as a dedicated iPad user, I was mildly interested to see how well Days Of Wonder implemented Ticket To Ride for this medium. Now, in spite of my earlier diffidence to Ticket To Ride, I'm a regular player.
What changed? First, there's the lack of setup. Even with a simple game with relatively few components, the process of setting up and breaking it down factors into my interest in playing it. (One reason why I don't get Arkham Horror to the table that often.)
Second, there's the speed of play. Ticket To Ride played face to face took longer than I had hoped for the class of game it is. Playing Ticket To Ride on the iPad takes only about 15 minutes, even when played online against other people. Dealing with players suffering from analysis paralysis is much easier in the anonymous online world than when sitting across from the table, worried about how that player will react to urging to get along with it already.
Finally, there's mobility. On the couch, on the train, on the plane, I can jump into a game of Ticket To Ride whenever I feel a need to take a short mental break from my work.
In other words, the iPad version of Ticket To Ride has a completely different user experience (UX) than the boardgame. The rules are the same, but it's essentially a different game. Ditto for similar games, such as Carcassone, that I've revisited in their iPad incarnations.
Another interesting case is Joan Of Arc. Because of the subject matter, I've been intrigued, but never took the plunge because it seemed at risk of being another game that was too Euro-ish and too long. Many times longer, in fact, than Ticket To Ride, which would try the patience of my regular gaming group if it turned out to be less than stellar.

The iPad version is pretty good. I'm glad I bought it, both in and of itself as a game I enjoy playing on the iPad, but also as something I might consider buying, now that I have more experience with it.
That's a pattern I hope to see repeated with other games in general, and wargames in particular. The user experience of physical wargames may be too much for neophytes, interested in the history and gameplay, but not sure about the investment of time. Having played Washington's War on the iPad and enjoyed it, a newbie might then want to introduce a friend to the physical version. Learning how to play any iPad wargame would certainly help the new player understand wargame conventions in general, lowering the barrier of entry to the hobby in general.
Again, it all comes down to user experience. As I said in my earlier post, software often fails because the initial user experience is confusing and difficult. If eventual complexity is necessary, you need to provide some kind of simpler initial user experience that suggests where to go next, and the rewards for going there. That, by the way, is where many "gateway" games fail, for some players. While Memoir '44 might be easy to grasp, it's also not much of a simulation. The leap from Memoir '44 to Washington's War is a lot tougher than the transition from the iPad version of WW to its physical one would be. So, here's to companies like Shenandoah Studios, providing the initial user experience that may get more people playing wargames.
That was several years ago. Today, as a dedicated iPad user, I was mildly interested to see how well Days Of Wonder implemented Ticket To Ride for this medium. Now, in spite of my earlier diffidence to Ticket To Ride, I'm a regular player.
What changed? First, there's the lack of setup. Even with a simple game with relatively few components, the process of setting up and breaking it down factors into my interest in playing it. (One reason why I don't get Arkham Horror to the table that often.)
Second, there's the speed of play. Ticket To Ride played face to face took longer than I had hoped for the class of game it is. Playing Ticket To Ride on the iPad takes only about 15 minutes, even when played online against other people. Dealing with players suffering from analysis paralysis is much easier in the anonymous online world than when sitting across from the table, worried about how that player will react to urging to get along with it already.
Finally, there's mobility. On the couch, on the train, on the plane, I can jump into a game of Ticket To Ride whenever I feel a need to take a short mental break from my work.
In other words, the iPad version of Ticket To Ride has a completely different user experience (UX) than the boardgame. The rules are the same, but it's essentially a different game. Ditto for similar games, such as Carcassone, that I've revisited in their iPad incarnations.
Another interesting case is Joan Of Arc. Because of the subject matter, I've been intrigued, but never took the plunge because it seemed at risk of being another game that was too Euro-ish and too long. Many times longer, in fact, than Ticket To Ride, which would try the patience of my regular gaming group if it turned out to be less than stellar.
The iPad version is pretty good. I'm glad I bought it, both in and of itself as a game I enjoy playing on the iPad, but also as something I might consider buying, now that I have more experience with it.
That's a pattern I hope to see repeated with other games in general, and wargames in particular. The user experience of physical wargames may be too much for neophytes, interested in the history and gameplay, but not sure about the investment of time. Having played Washington's War on the iPad and enjoyed it, a newbie might then want to introduce a friend to the physical version. Learning how to play any iPad wargame would certainly help the new player understand wargame conventions in general, lowering the barrier of entry to the hobby in general.
Again, it all comes down to user experience. As I said in my earlier post, software often fails because the initial user experience is confusing and difficult. If eventual complexity is necessary, you need to provide some kind of simpler initial user experience that suggests where to go next, and the rewards for going there. That, by the way, is where many "gateway" games fail, for some players. While Memoir '44 might be easy to grasp, it's also not much of a simulation. The leap from Memoir '44 to Washington's War is a lot tougher than the transition from the iPad version of WW to its physical one would be. So, here's to companies like Shenandoah Studios, providing the initial user experience that may get more people playing wargames.
Labels:
ipad,
joan of arc,
ticket to ride,
user experience,
wargames,
washington's war
Wednesday, June 1, 2011
The Civil War, day by day, and our perception of history
One of my favorite iPad apps is The Civil War Today, the History Channel's day-by-day accounting of what happened 150 years ago. It's not the typical "This day in history" app, which is usually forgettable. In fact, The Civil War Today is not only memorable, but in its own way, surprisingly profound.
Every day, there's a relatively small amount of information, but very well-selected. There's a top news story, a few photos, the current casualty numbers, a few contemporary maps, a feature story, and excerpts from the lives of the famous (for instance, selections from Lincoln's daily correspondence) and the unknown (for example, John Beauchamp Jones' diary of his life as a Confederate War Department clerk who saw Jefferson Davis on a regular basis).
Day by day, the details accumulate. John Beauchamp Jones marvels at how much paperwork is piling up, in an infant government that just bawled out its secession. The Chief Justice of the Supreme Court, Roger Taney, declares that the president has no right to suspend habeas corpus. General Benjamin Butler declares slaves to be contraband, freeing him from any obligation to return escaped slaves to their former owners.
In other words, the app provides an experience of Civil War history that you don't get from even the best books, a medium in which you look backwards in toto. It's hard for historians to make it seem as though the conclusion is already decided, which is why there's always a brisk interest in any counterfactual history or historical fiction that seems credible.
The Civil War Today is a completely different medium that avoids this problem. Events don't seem terribly connected with each other. Was Butler's controversial "contraband" policy going to create trouble for other Union civilian and military leaders? Once the Union army moved south, would Taney's decision have any effect on Union generals?
At this point in the Civil War, casualties were 57 on the Northern side, and 45 on the Southern. Those numbers make it easier to understand why people on both sides were willing to believe that the war could be shorter and less bloody than it turned out to be. We can see how hard it was, from the minute and scattered details of news stories and casualty numbers and photographs of eager young men, the hungry machine of destruction that both sides were building.
The only other medium that shows the uncertainties of war is wargaming. At the start of the game, you have some idea of how the war might progress (more, certainly, than did the Northern and Southern leaders at the start of the war), but the outcome is anything but predictable. You have some control over events, but a bad die roll can be as damaging as a division that gets lost in the middle of a battle, and a poor hand of event cards can be as confining as the debate between abolitionists and those who wanted just the return of the Southern states to the Union. We need to understand history as viewed forward by the participants as much as viewed backward by the historians.
Every day, there's a relatively small amount of information, but very well-selected. There's a top news story, a few photos, the current casualty numbers, a few contemporary maps, a feature story, and excerpts from the lives of the famous (for instance, selections from Lincoln's daily correspondence) and the unknown (for example, John Beauchamp Jones' diary of his life as a Confederate War Department clerk who saw Jefferson Davis on a regular basis).
Day by day, the details accumulate. John Beauchamp Jones marvels at how much paperwork is piling up, in an infant government that just bawled out its secession. The Chief Justice of the Supreme Court, Roger Taney, declares that the president has no right to suspend habeas corpus. General Benjamin Butler declares slaves to be contraband, freeing him from any obligation to return escaped slaves to their former owners.
In other words, the app provides an experience of Civil War history that you don't get from even the best books, a medium in which you look backwards in toto. It's hard for historians to make it seem as though the conclusion is already decided, which is why there's always a brisk interest in any counterfactual history or historical fiction that seems credible.
The Civil War Today is a completely different medium that avoids this problem. Events don't seem terribly connected with each other. Was Butler's controversial "contraband" policy going to create trouble for other Union civilian and military leaders? Once the Union army moved south, would Taney's decision have any effect on Union generals?
At this point in the Civil War, casualties were 57 on the Northern side, and 45 on the Southern. Those numbers make it easier to understand why people on both sides were willing to believe that the war could be shorter and less bloody than it turned out to be. We can see how hard it was, from the minute and scattered details of news stories and casualty numbers and photographs of eager young men, the hungry machine of destruction that both sides were building.
The only other medium that shows the uncertainties of war is wargaming. At the start of the game, you have some idea of how the war might progress (more, certainly, than did the Northern and Southern leaders at the start of the war), but the outcome is anything but predictable. You have some control over events, but a bad die roll can be as damaging as a division that gets lost in the middle of a battle, and a poor hand of event cards can be as confining as the debate between abolitionists and those who wanted just the return of the Southern states to the Union. We need to understand history as viewed forward by the participants as much as viewed backward by the historians.
Saturday, April 9, 2011
Great news for wargaming and tablet devices
The newly-founded Project Simonsen is working on porting several wargames (Across Five Aprils, RAF, Washington's War, and a few others) to tablet devices. That's great news for wargaming on my iPad, and maybe wargaming in general, if Project Simonsen helps recruit new players to the hobby. At the very least, I will buy every game in their catalog, if they succeed at what they've defined as their mission.
Subscribe to:
Posts (Atom)