Today we discuss designing 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
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