Gallery test reflection

On April 11, I had the first at-scale test of my game idea. I use the term “game” lightly. This was more of a non-objective experience. My goal with this experience was to engage gallery goers and challenge them to consider the effects of parking minimums by making them be the ones to create the issue themselves. Timelapse: (I will likely reframe this video to focus attention straight down on the board but I had some trouble with the Premiere plugin) https://www.youtube.com/watch?v=GWzSKgk6lwQ
The inspirations for this experience were many. I liked the idea of having many players sharing the space of the game board with their moves affecting future play. This reminded me of an experiment that Reddit has done twice on April fools day, once in 2017, and again five years later in 2022. This is r/place, a huge canvas where every user of the website was allowed to place a single pixel every set amount of time (I think it was 10 minutes). Very quickly communities organized to create larger artworks that would not be possible with only an individual’s ability. There was also a sense of limited space and several works came at the expense of other existing ones, similar to graffiti on a wall. I liked this idea of overwriting existing spaces.
I wanted the rules to be easily digestible because it is difficult for people to understand a new game, especially if they were only going to be “playing” for a few minutes and knew that they likely would never have to play again. Any kind of in depth system would work to deter players. In the end, the rules page was one page of a few clearly bulleted points and I summarized these verbally for many players (although a couple of people still struggled to understand the rules).
I looked at Blokus for its system of deploying tile pieces through touching the corners of the same color pieces. This achieves an even distribution of colors because it doesn’t allow for two pieces of the same color to touch sides. However, later in the game as the board fills up, players are forced to use smaller and smaller pieces which didn’t fit as well with my model of having many different players. I also looked at Tetris, which in my opinion is one of the finest games ever created. The “tet” of the game’s name implies that every piece consists of 4 tiles which I liked a lot. Limiting the number of spaces on a piece also allowed for more interesting shapes to be created. It’s not possible to create different multiple shapes out of three or less touching triangles, but four would allow for a few interesting permutations of layouts.
An earlier version of my game had parking spaces disconnected from the development pieces. This allowed players to designate one area of the board as a massive parking lot, which is interesting in its own right, but I didn’t think would be as engaging to play. I considered having a requirement that the parking was built adjacent to the development or perhaps just in the same neighborhood area. By integrating the spaces into each piece, I feel that the problem of having players responsible for placing their own parking wherever they want was solved. This also removed a huge barrier to entry from the original idea which was to have players reference a spreadsheet to determine how much parking was to be built. This was in line with reality and would make people who did choose to engage with it to maybe understand the issue to a greater depth, but I think may have also deterred people from engaging to begin with. It also made it easier for players to break the rules by just not building separate parking spaces.
Another observation was that when two parking spaces were built adjacent to each other, it made an area that was big enough to house one of the matchbox cars that I had placed on the board. I initially put the cars on the board to draw a stronger connection to the road play rug that I referenced in my write up but it was interesting to see what players did with them once left to their own devices. I think this allowed for a non-intended play experience that I’m glad people were able to _. This also seemed to appeal to some of the children in attendance, although in placing the height of the table at a comfortable height for adults, I didn’t account for it being accessible to people any shorter than Max.
https://forms.gle/orqd5S8aE8PmvxKR8
I placed a QR code on the board with the pieces that linked to a form to encourage any kind of written feedback. Knowing that people are unlikely to take the time to write a lot, I tweaked the usual playtest form from this class to have only two questions that allowed for extended response and one multiple choice question for any game. I also made all of the questions optional to allow someone to submit any feedback that they may want to write, even if they don’t want to respond to every question.
By nature of this layout, the longer that the game plays out, the fewer pieces will be able to be played. If players played “perfectly” to optimize the number of pieces played, it would be possible to cover the entire surface of the map in parking. This, however, calls into question what the players motivations are in the game. Is playing as many pieces as possible the main objective of the game? For example, Anne Marie chose to play exclusively green spaces. This shows that different players have different, potentially conflicting goals, and mirrors the real development of a shared city space. Everyone makes changes that leave a lasting impression on the space.
A change that I would make would be to limit the number of pieces that have parking available on the edge of the piece. The ones that have parking in the middle of the piece diminish the redevelopment that is possible and accelerate the pace of the game which allows for some more creative placement.
This experience had the desirable effect of engaging people in a topic that I think about often and enjoy spreading awareness of and I was able to gather some valuable verbal feedback. I had a good discussion with Michelle Patrick, and although she apparently found the game “difficult to play”, I think that at the stage she experienced it, that was kind of the point. We discussed potential changes that the school could make that would benefit the majority of students on campus. This in turn sparked another conversation on a following day about what other needs some students might have.
I think that in many ways, this test was a success. Some future changes that I would like to make are trying new board layouts, re-keyframing the animations on the projection, and trying some tweaked rules such as limiting the areas that can be developed from virgin land to maybe three neighborhoods and only allowing spreading to a new space when there are no legal moves in the existing ones. This could serve to demonstrate the “sprawl” across the map as it fills up.

Resolving Conflicts in Educational Game Design Through Playtesting

“The first was the scientist’s expectation that extinct creatures from Earth’s past would be so intrinsically interesting that the players would be motivated to read and explore as much as possible.” That was probably one of my favorite quotes of the article. Who would have thought people would be unmotivated to read in a game? (probably game designers)

I found the whole article informative and fascinating. I think it would be fun to work as part of a team like that to build educational games. Making education fun isn’t hard, it’s just hard work. I find sometimes when I’m working on a game concept it’s hard to parse ideas down to make a narrative and good game mechanics. I end up doing a lot of (necessary) research in order to make sure I know what I’m talking about.

Collaboration is so important, and it makes games good. I’m not surprised that a group of different experts butt heads, and I think it’s awesome that it also lead to an amazing game.

Game Makers notes- Starting Roots

  1. What questions did your players have?

If you replace the plant cards once they were grown. 

  1. How quickly did they learn?

Somewhat quickly. 

  1. What kinds of interactions did the players have?

Stealing plants from each other

  1. What confused the player? 

A little confused about the order of the turn and what they could do on each turn. Maybe it will be easier once the garden and plant models are in play.  

  1. What made the players excited?

When they could sell the plants

  1. What did your players enjoy doing?

Selling plants for money

  1. Did any aspects of the game frustrate players? 

The customer cards. Maybe have more customer cards to choose from. Like having 3 out to have more variety. There still weren’t plants matching up with the customer cards. Maybe I should take out some plants to add to the customer cards. 

Add a bargain bin where players can sell plants in their shops for 5 bucks. 

Remove types of plants. There are too many types of plants and is hard to rotate all of them.  

Make like monopoly money for the bills. 

Make it clear when growing plants with superfoods and material cards

Get rid of the wild cards

Staring Roots-Game Rules

Materials- 6 gardens, 6 player boards, 30 Customer cards, 40 Material cards, 60 Plant cards, 30 Money cards, 52 water chips, 52 sun chips, and 52 fertilizer chips

Set up- Separate and shuffle the material, and plant cards and place them in separate piles. Separate the money into piles by value and lay them out in the middle of the players. Then each player should be given a garden, player board, 4 material cards, 4 plant cards, 2 sun chips, 2 water chips, and 2 fertilizer chips. Your material cards should be hidden from the group but your plant cards can be laid out. Next, lay out the customer cards. They are divided into easy, medium, and hard. Take 1 from each pile and lay them face up in the middle of the group. 

Starting the game- The player who bought a plant the most recently will start first. Each plant card will have specific rules to fully grow the plant to be able to be put into your shop. At the start of your turn, you will pick up one material card and 2 of any chips. You can only grow up to two plants per turn and sell to one customer per turn. Your hand limit is 4 cards. 

Shops- Each shop can hold up to six plants at a time.

Material cards- These cards can give you extra chips or contain special events. 

Plant cards- These cards will show you what plant they are and a picture of the plant. The bottom of the card will show what it requires to grow. For example, it may need sun, water, and fertilizer or it could be sun, sun, and water. Once you have all the required things to grow your plant you can now grab a plant model and put it into your shop to sell. You will also return all the chips to their piles. 

Customer cards-  Each customer card will show the required plants you need to be allowed to sell to them. The money you could receive from the customer is listed on top of the card. When you sell to a customer, you will trade in the plants that were listed, take the customer card and put it back in the customer card pile, and grab the money that the card said. 

To win the game- The first person to get $100 will win the game. 

Wild cards- You can use a wildcard to replace any sun, water, or fertilizer chip. For example, if you have a Peace Lily which requires 1 water, 1 sun, and 1 fertilizer, you can use the wildcard instead of the fertilizer to grow the plant. 

Steal a plant- If you get a “steal a plant” card, you can keep it as long as you like and use it on your turn. When you steal a plant the plant has to be in the player’s shop. 

Plants died- If you get this card you must play it immediately. The only plants that will die are the ones in your shop. If you have none in your shop you can discard this card. This applies ONLY to the person that pulled the card.  

Robbed card- If you get robbed, all the plants in your shop will be gone. The only plants that will die are the ones in your shop. If you have none in your shop you can discard this card. This applies ONLY to the person that pulled the card.  

Switch plants- If you get a switch plants card you can play this on any of your turns and you can switch any plants whether it’s in the shop or still growing. 

Superfoods- With this card, you can fully grow a plant with one of these cards.

Flood card- This card must be played immediately and affects every player. When this is played you must lose 3 plants that are in the player’s shop. If you don’t have 3 plants in your shop, it will take what you have. 

Mega buy- A mega buy card is a big buyer and will purchase up to 3 of any plants from your shop. If you don’t have three plants it will buy what you have. You can receive $10 per plant. 

Lore Preserver Playtest

Frustrating Aspects

It was a bit difficult to understand the rules, or they may be incomplete. There are mechanics that aren’t mentioned or aren’t particularly clear.

Favorite Aspects

I like the card collection aspect of the game, and I like the open ended nature of the gameplay..

What would I change?

I would make this into a cooperative experience over a competition between players, with a shared goal that everyone needs to meet or everyone loses.

Brainy Act

The game I am working on currently is called Brainy Act. If you have ever seen minute to win it, played heads up, or pictionary, then you would love this game. The idea is that it comes as an app and a physical stack deck, with cards that ask a user to complete a certain activity in a certain amount of time. The activity may be a physical action, or an intellectual challenge. An example could be, name three countries starting with the letters Li in under a a minute. The box would come with a timer that has a color that matches the color of the card. If the card is red, use the red sand timer. if the card is green, use the green sand timer. Each timer is a different amount of time 30 seconds, 1 min, and 2 mins. If on the mobile app, the timer will come up automatically. Users have the option to shuffle the deck to create a random order of types of activities, or don’t shuffle and pick which types of activities you’d like to focus on by separating that color.

I also did research, as I mentioned in my other post, about colors and what colors create what emotion in a user. This was primarily to get a better understanding of what color aesthetic I want my game to be.

I found that Red sparks Excitement, Energy, Passion, Action, Desire

White relates to Innocence, Pure, Simple, Hopeful

Orange relates to being Optimistic, Uplifting, Rejuvenating, Friendliness, and Fun

Black related to being Powerful and Sleek – used to market luxury products

Yellow directly correlates to Happiness, Enthusiasm, Friendliness, Optimism, and Confidence

Grey relates to Balance, Calm, and Secure

Green relates to Hope, Growth, Refreshing, Balance, Reassurance

Blue relates to Trust, Honesty, Authority, Serenity, Intelligence

Purple relates to Creativity, Spirituality, Individuality, Quality, and Royalty.

The key words in bold are representative of the things I look to show through Brainy Act. I want an exciting game through multiple different unique actions. A game that is simple, fun, and easy to learn for all ages. A sleek, elegant looking game that is a high end product. And of course, last but not least, creating a happy environment for all users.

I really look forward to seeing where this game can go. I think it has a lot of serious marketing potential, and people of all ages could have fun no matter the day or circumstances.

If you have anyone has any feedback I’d love to hear what you have in mind or any suggestions. Or if you have any questions I’d be willing to answer.

Post thoughts on Calvin Ball

I have never read Calvin and Hobbes. When I say that, people often think less of me. It’s a comic strip from, like, twenty years ago. 

Any way. I can’t imagine the inventor of Calvin and Hobbes knew that Robert Morris University would offer a Game Design Studio class – let alone two iterations of it. That being said, a game like Calvin Ball is a perfectly approachable way of asking the hard-to-approach question of “What’s a rule, really?”

I don’t think this game is a game to be played more than once. I know that’s part of the “rules”. But even in practice, one game of Calvin Ball is enough to remind you of any established game that you could play to pass whatever time you were passing by playing Calvin Ball.

Thoughts on McDonalds Game & Monopoly

I personally really enjoyed the mcdonalds game. I like that it is fast paced and over-simplified in terms of running a business. I found it was really easy to be successful because I have played a lot of resource management games in the past. But overall it was a good satirical game and I think it got it’s point across effectively.

Monopoly was another story; I don’t like Monopoly in the first place, but it was a fun twist to have conditional rules that were different for everyone playing. It didn’t really have any specific purpose, aside from a social commentary of how marginalized groups could feel in the economy. So overall I would say that the added rules made Monopoly more fun, but not that much. lol

Guide To Game Design: Part 4 Questions

  1. What is the difference between a working and display prototype?

Working Prototypes are mechanically functional, designed for use by play testers to get the game’s mechanics refined and prepared for the final version.

Display Prototypes are more polished, finished versions of the prototype designed to give an idea of what the finished product might look like.

  • A good working prototype needs to be as mechanically complete as possible. This means that it needs to be able to test anything that is an intrinsic mechanic of the game accurately. If A working prototype for a card game uses cards that represent 3/5 of the main mechanics that will be introduced, then the remaining 2 won’t be adequately tested. Working prototypes should also be easy to iterate quickly, so that any changes can be made and re tested without too much extra work on the part of the developer.

2. What makes for a good prototype according to dale Yu?

Strong first impressions are a good way to get players interested in your game. Additionally, make sure that the rules are concise and the mechanics are as well balanced as you can get them. When players are testing a game, they don’t want it to feel bad, even if they don’t particularly like the game. If it does, it’s an indication that perhaps the rules or mechanics haven’t been implemented correctly. The construction of the game should make a lasting impression, so that when your playtesters finish, they can look back on the game fondly and tell others about the experience.

3. What advice from Richard Levy will help you Pitch your game?

The most important thing is to be prepared to talk about everything. You may be blindsided by a question you weren’t expecting or that you hadn’t considered, so it is important to practice and to know what you are talking about without a reference.

Talk to others in the industry if you can so that you can gain more information about what to expect.

Look and act presentably. You are selling yourself, not just your product.

Make sure to accept failure with grace. Just because you were told no now, that doesnt mean that you wont be given another chance later on.

Make sure you control your emotions. Not everyone is good at giving criticism, just as not many are good at receiving it, so it is important to be prepared to accept many forms of critique.

Keep your expectations realistic. Pitching a game is tough, and you’re likely to have some competition, so remember that you can always try again and you can always try somewhere else.

Submit multiple ideas

Be wary of who you go to for advertising. If you do, check them out to make sure they’re reputable

Get your prototype as close to the final product as you can.

3a.Where might you pitch your game?

As a TTRPG, my game is dominated by the dungeons and dragons trademark. I would potentially do well going to one of Wizard’s of the coast’s competitors, like games workshop, or perhaps an underdog, like Schell games in Pittsburgh, who may want to break into a new market. The late summer or late spring would be good times to pitch these projects as this is when players are soon to be more free to engage with the product due to Christmas or summer vacation.

4. What do Publishers Look for in a game?

Fun, Player interaction, How quickly the game can be set up and played, Strategy, Themes and Immersion, Solid Rules, Well developed mechanics, Innovative components, Easily Manufactured components, the correct target market, a good title, the ability to make expansions, translations, ease of demonstration, and possibly collectibility.

4a. What makes a good set of rules?

A good set of rules should include some of, if not all of, the following:

Overview: A hook for your players

Components: A description of the things needed

Setup: Describe how to set up the game

Gameplay: Define how a turn will progress and how the game can be moved forward

Piece types: Describe how the pieces of your game behave and what they do

Endgame and Winning: How does the game end? How do you win?

Example: It’s a good idea to have examples of play in the rules to make them easier to understand

Credits: You should make sure to give the names of those who worked on the game somewhere

5.

Soul is a TTRPG set in a cyber-fantasy world. Players create their characters, gather their gear from an assortment of technologically advanced weapons and armor, and set out across earth to explore the world and discover the secrets that await.

I’m Cookin’ Rule Book

Objective

The objective of I’m Cookin’ is to finish cooking a three course meal before your friends do so that you can host dinner. Do this by gathering all the ingredients you need for your meals and “cooking” the recipes once you have all the ingredients.

Required Materials

  • Recipe Cards
  • Ingredient Cards
  • Pantry Sheet
  • Refrigerator/Freezer Sheet

Setup

Start by shuffling all of the recipe and ingredient cards and placing them face down on the table. Next separate the recipe cards by the course number on the back, shuffle and place each number into it’s own separate pile. Next each player will get a refrigerator and pantry sheet to keep track of the ingredients they would like to keep.

Pantry sheets hold 5 ingredients that do not need refrigerated and refrigerator sheets hold 5 ingredients that either need refrigerated or frozen. Where the ingredient goes is indicated on the card. Sometimes, there are “flex” card that can go either place.

Flip face up the first recipe cards from the top of each course deck and place them in front of their respective decks.

Next deal each player 3 random ingredient cards, and keep these in your hand.

The player who has most recently done dishes goes first.

Playing the Game

On your turn you may perform 3 actions as elaborated below.

Action 1

When starting your turn you may first choose a recipe from the 3 facing up that you would like to try and cook. If none of the recipes appeal to you, you may pass on choosing a recipe. If you choose a recipe, you are the only player allowed to cook that food. If you pick a recipe be sure to replace it with a new recipe card face up from the pile.

If you do not want to pick a recipe you may place food in your pantry/refrigerator from your hand. The order in which you place your food in the pantry doesn’t matter. You also don’t have to place food in your pantry HOWEVER the max hand size is 3, so that also means you can’t draw any new cards before your next action.

Action 2

After deciding which food to keep, draw ingredient cards until you have 3 ingredients in your hand. You may only ever have 3 ingredients in your hand.

You can then ask any players if they would like to trade any ingredients they have for something you have. The ingredient traded must be from your hand and not from your pantry. You may also donate ingredients to players and draw again to have 3 ingredients in your hand.

DONATION RECEIVER: If you decide to receive a donation, you must place that ingredient directly into your pantry/refrigerator. Players must agree to accept the donation.

If no one is interested in a trade or donation, proceed to the third turn action.

Action 3

At the end of your turn you can cook a recipe. You may only cook a recipe that you have already chosen and with ingredients you have placed in your pantry/refrigerator, NOT FROM YOUR HAND.

If you cook a recipe flip the card face down to reveal the course you have completed on the back (ex. “Buffalo Chicken Dip” card back, “Course 1 Appetizer”) and keep that card. Discard the ingredients you used to cook into the discard pile.

Ending the Game

I’m Cookin’ ends when a player has cooked all 3 courses first.

OTHER RULES

Expired Food

You can not over-fill your pantry and fridge. If you want to cook a recipe, but have no room for the final ingredient in your fridge/pantry you must discard a food from the shelf and replace it with the new ingredient. Choose your foods wisely.

Hand Rules

You can only ever have 3 ingredients in your hand at one time, as well as what you have stored in your pantry/fridge.

You can only get rid of ingredient cards through:

  1. Placing them in your pantry/fridge
  2. Trading with a player
  3. Donating to a player
  4. Freeing space in your pantry/fridge by cooking a recipe

The only waste should come from over-filling your pantry or fridge, or by cooking recipes.

If all ingredient cards get used, reshuffle the discard pile.

Cookin’ A Recipe

Cooking a recipe requires the ingredients listed on the card. You may only cook from your pantry/fridge ingredients. You may add extra ingredients to a recipe (in order to empty more of your pantry/fridge), but the majority of the players must agree that they would still eat your meal with the added ingredient.

Card Games

1. Apples to apples scenario-based game, but with you and your pals fill in the scenarios with inside jokes and familiar settings

2. Solitaire-esque game based on one of those hilarious sorting algorithms that makes the funny sound (https://www.youtube.com/watch?v=kPRA0W1kECg)

It just takes up time, butI like the idea of becoming a logic gate

3. Poker with all 7s and three 8s 

4. A game where you use basic algebra functions to get the closest to another number pulled from the deck

5. Card cut like this:

  ______________

|         |            |         |

|                                |

|______|_______|   

 One hangs from the ceiling and you have to hook them to each other without it collapsing

Week 4 Games

Dominion – 8/10

I didn’t get to play much of this game. What I did get to play was pretty fun, though. And I can only see it getting funner. That’s rare for this class; a game that gets more fun the longer you play it. I’d love to play through it again with some of the more expensive and destructive cards in play. I think it’s the perfect blend of logic, luck and awesome destructive powers.

Takenoko – 4/10

Not much to like about this game outside of the figurines. I’m not totally sure the guy who made it even tried playing it. Realistically, you could end the game in, like, six turns. I wish I would’ve. I understand games are a product of surplus and leisure and there really isn’t a need for any game ever, but this one definitely doesn’t need to exist.

Kobold Game Questions pt. 2

  • (1.1) If the game revolves around being the size of a nanometer, I would include a mechanic that lets you change your size. This could be done with a dice roll that determines how many powers of ten you can change your size (up or down). This change in size allows you to access things on the new scales that you need to collect in order to win.
  • (1.2) I am making games that I would play with my friends on game night.
  • (1.3) I have several close friends who would play test a game I make, and several acquaintances that invite me to their game nights that I could probably convince to play test as well.
  • (2.1) Does ‘refer to the rules’ mean at any time you have ever played the game? Or does it mean games where you already know the rules or the rules are intuitive enough to not need them? No one needs to know the rules for simple games like tag or Jenga in order to just play them.
  • (3.1) My gateway game was Set. I played this as a kid and loved it (still love it) so much that I remembered it 15-odd years later when I had my own money to buy games. I enjoy introducing my friends to it because they either get it and love it and want to play again, or they hate it and never want to play again but ‘maybe we could try something else?’.
  • (5) Luck and strategy are integral parts of a game that make it interesting. You have to have some degree of luck to create a possibility for everyone to win. This could be rolling the die, drawing a card, or randomly choosing a character card in Pandemic because you liked the colors, not because you read what each character does. Strategy also makes a game fun. This can be choosing which Jenga bricks to pick so you have the best chance of not knocking the tower over/making it extra hard for your friends, or it could be in actually reading the character cards for Pandemic and choosing the characters you think will help you ‘solve’ the game.

What Makes a Good Game?

1.) I think every game should have an objective, as well as a captivating experience that engages the users/players. In one of my favorite board games monopoly, it can get very intense and competitive, regardless of who you play with. That is the type of experience I love and enjoy to play in.

2.) As far as board games, I don’t play too many too often to be honest. However, I like to indulge in a lot of video games such as call of duty and rocket league.

3.) You could definitely apply the three act structure to call of duty. The first act or the setup could be the pregame lobby and the interactions before dropping in to the warzone, which could be climax number 1. Then Act 2 or the confrontation could be the fights or confrontations you have with other players throughout the game. And act 3 or the resolution could be the end scene with the word “victory” across the screen, finishing with the airlift out of the warzone with the winning team in the helicopter.

4.) When designing a game, I usually start with a mechanic because it provides structure and clarity for the rest of the creative process.

5.) I don’t really know everyone else too well yet, so I would have to say I’m open to collaborating with anyone.

Week 1 Reading Questions

What are the goals of Apple’s website? How does Apple’s website address the needs of a user who has just purchased their first MacBook?

The goals of Apple’s website is to sell their products, provide information to the consumer, and to maintain brand identity. They do this through the consistent use of font, color, and big and bright graphics that pull in the viewer. They present their product lineup with almost a “godlike” quality that puts their market above all others.

Apple addresses the needs of new users by providing links to support and ‘Learn More’ sections of the website near the top in the main menu bar or right near the name of the product on the screen, making it easy for anyone to find and navigate.

What are the functional specifications of your preferred social media’s home page? If you are not on social media what are the specs for google?

A functional spec of Instagram would be something along the lines of, “Only show unfollowed accounts to user if attention time, likes, and shares are growing 20% more than an average post.” What this means is that Instagram is using an algorithm in their system to make sure that all the followed content is shown to the user. However, IG wants to show new content to users if they think they will like it. They can use metric data from previous posts on a particular account and compare them to others to see if they should promote the post outside of the followers’ circle.

What are four architectural approaches to information design and organization? Find one example of each.

Hierarchal: Global Links nonprofit website

Matrix: Amazon or Ebay’s product listings

Organic: Wikipedia

Sequential: any checkout section of a commerce website (Best Buy)

What percentage of The Huffington Post index page is navigation, and what percentage is content? What about Google, Wikipedia, and Etsy?

Huff Post has a very index, navigation-heavy page when you land in the website. The only content available are the headlines and photos that go with the article. However, that changes once you decide what you want to read. Google, Wikipedia, and Etsy, however, while being very different kinds of websites, all have very content-heavy pages.

How does http://landor.com guide the readers’ eyes and focus their attention on what is important?

Initially it pulls the user in with the use of yellow as the main color on the page. Making everything one single color pulls the depth out of the photo and directs the eye to the text, which is the first thing they want the users to read and notice. The color is reintroduced after the header has been read and the rest of the browsing experience can begin.