App suggestion for better readability

By err404, in Mansions of Madness

The dialogue boxes in the MoM are generally fun to read and clearly written, but they are quite verbose for the amount of actual game mechanic content they provide. While this is fine for the first hour or so of the game, it slows things down after the third time you are reading the same event. Also due to the social nature of the game, players tend to read the screen from much further away than is ordinarily comfortable.

I suggest that FFG update the app to color code the content to better highlight the important information. Leave the flavor text white, make the targeting and test blue, make the success result green, the fail result red and any mandatory effect yellow.

Or add pausable, rewindable, replayable (if those are words) audio. It would also add to the spooky flavor.

While I applaud the thought process behind this idea, I do not like the solution. You would make this game/app virtually unplayable/unuseable by anyone color blind, especially red/green (based on your choices above).

1 in 12 men and 1 in 200 women worldwide are color blind. This is why games, especially electronic ones, often avoid any form of color within text, or any vehicle that provides information that you need to read.

Edited by any2cards

While I applaud the thought process behind this idea, I do not like the solution. You would make this game/app virtually unplayable/unuseable by anyone color blind, especially red/green (based on your choices above).

1 in 12 men and 1 in 200 women worldwide are color blind. This is why games, especially electronic ones, often avoid any form of color within text, or any vehicle that provides information that you need to read.

This. Whilst such a solution is definitely useful (and could be added / should at least be considered) it is important that it could be toggled in the options, as this would make the app unusable for myself, and many others.

However, +1 signed as I would like to see solutions to issues like this considered.

While I applaud the thought process behind this idea, I do not like the solution. You would make this game/app virtually unplayable/unuseable by anyone color blind, especially red/green (based on your choices above).

1 in 12 men and 1 in 200 women worldwide are color blind. This is why games, especially electronic ones, often avoid any form of color within text, or any vehicle that provides information that you need to read.

While I applaud the thought process behind this idea, I do not like the solution. You would make this game/app virtually unplayable/unuseable by anyone color blind, especially red/green (based on your choices above).

1 in 12 men and 1 in 200 women worldwide are color blind. This is why games, especially electronic ones, often avoid any form of color within text, or any vehicle that provides information that you need to read.

The exact colors could certainly be up for debate and I agree that color blind toggles in the menu are a good idea. The advantage of this being a app makes this easy compared to a physical printed game. That said, even if a player was color blind, it would be no worse than it is now with everything monochrome. This would be a benefit to 11 out of 12 people and a wash for the last 1. Don't let the fear of offending the minority hold things back, especially when the solution doesn't negatively effect them anyway.

The main problem isn't necessarily the difficultly distinguishing between different colours to interpret their different meanings, it is in distinguishing the colour from the background.

A common colour combination in board and video games with a horror theme is red text on a black background. Whilst most people have no issue with this, I find it impossible to read without great difficulty, and there are lots of text/background combinations with the same problem.

Though again, so long as the monochrome option remains available, this is not an issue.

I see your point. I would not propose changing the actual verbiage, so the content would be unchanged. That said, maybe altering spacing would be be generically useful for all players.

Have a blank line after the flavor text, test and ressults blocks. Also bold the keywords like Fail and Success.