Today we discuss how to design around analysis paralysis:
- Is it a bad thing?
- Limiting your decision space
- Add more options/decisions as you go
- Allowing players to “mess up” the next player’s carefully laid plans
- Companion app
- Reference cards to make decisions easier
- Usability in graphic design or component selection
- Simultaneous play
- Hidden actions
- Keep players engaged
- Walls of text
- Put longer decisions at the end of a players so other players can take their turns while the other player is thinking
Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/BGBP067b.m4a