| As an avid board gamer, I think one of the biggest factors is page count. A big rule book makes the game feel less approachable. In the example provided at the bottom, the rewritten rulebook is ~50 pages. The original is 24. It doesn't matter how well it's written if it scares people off. I find that many people are so afraid of reading game rules that they'd rather watch 15-30m how to play videos. It's telling of the industry that these videos are typically better learning resources than the rulebooks themselves. My favorite rulebooks have 1-page rule references at the back or scannable columns on each page that summarize the main text. As someone who enjoys technical documentation writing, I think board game rulebook writing would be a rewarding experience. Not exactly sure how to get into that field though... (I have yet to read this in full, but I'm excited to dig in) |
To make a great rulebook, you probably new two or three diagrams per page for each new concept. So do you have a huge rulebook that is easy to learn from or a small one that is hard to learn from. (The cost and weight factors are pretty negligible.) It also points to the ongoing success of card driven games since you can defer the rules overhead until someone draws the card and they can read the rules themselves as long as the turn structure is fairly simple to jump right in.
Source: I design board games as a hobby and pitch them to publishers.