5 Graphic Design and Typography Tips for your Card Game
Chris Farrell of Illuminating Games just wrote a thorough critique of card games setting their body text to be so small that they cannot be read at arm's length, let alone across the table. Here's an excerpt, but the whole thing is worth a read for any would-be card game designers out there. (Myself included.) Break out your copy of the base set of Dominion, and look at the Chapel. This has a text box roughly 3.5cm by 4.5cm. It's got a single line of text. That line of text is 1 (one) millimeter high. 1mm! For me, it's only clearly readable at half an arm's length even in the bright light of day. (...) Compare this to a more sane game like Glory to Rome, where the font size is 2-3 times as large (text is 2mm high, keywords 3mm and usually highlighted). I can generally read Glory to Rome cards across the table, and can certainly see the important keywords. To heap insult upon injury, not only does Glory to Rome have far more legible text than Dominion it also has...
You should add an option for each of the backed-project details questions, to specify whether the project was successfully funded (or rewrite the question to denote that the FIRST/SECOND/THIRD projects backed in 2012 only refer to successfully-funded projects).
ReplyDeleteAdded notes to the section headers!
ReplyDeleteIn the second to last question, you're asking questions about the third project backed and the text refers to the second project. Minor problem, but distracting.
ReplyDeleteStrange. I don't see that text referencing the second project.
ReplyDeleteWow. I backed a lot of projects this year. 23 and counting. Many, I have no rewards coming.
ReplyDeleteYou might want to consider adding an N/A option to the both of the satisfaction questions. I backed Solforge and it hasn't delivered yet, so I don't know how satisfied I am.
ReplyDeleteGotcha. There's a lot of things I'll do better next time I run a survey like this. Thanks for your patience! :)
ReplyDelete