Rules That Teach

 What Writing Game Instructions Taught Me About Learning

When I started this practice, I thought writing instructions would be simple. I would list what players needed to do and call it done. After reading the rulebooks for Yahtzee and Lifeboat, I realized there is a big difference between telling people what to do and helping them understand how to play.

Good instructions are more than directions. They are design tools that shape how players think, make decisions and feel when they start a game. Yahtzee’s rules are clear but stiff, while Lifeboat’s dramatic setup is engaging but confusing. That contrast showed me how much layout, tone and clarity matter. Players should not have to read the same paragraph several times to figure out the goal.

Learning by Writing and Testing

Following the guidelines from Boardssey and Kathleen Mercury, I rewrote the instructions for Tic-Tac-Toe using short, active sentences and a simple structure: setup, play and how to win. It seemed easy until I tested it with someone else. That experience taught me that what is clear to the designer is not always clear to the player.

Adding one new rule, “You have to yell ‘Tic-Tac-Toe!’ to win,” completely changed the rhythm. It made me think about sequence and tone, not just accuracy. I began to see rules as a form of dialogue between designer and player. If the message is not clear, the game loses its energy.

From Paper Rules to Digital Worlds

As I prepare to design my first digital prototype, I am beginning to see how written instructions form the foundation for digital logic. Every step that a player can take in a written set of rules can later be expressed through conditions and actions in a game engine. For example, a simple rule such as “Players collect items to earn points” can become a coded event where collecting an object increases a score value.

This understanding helps me plan how I will move from written descriptions to interactive systems. Writing clear, logical instructions now will make future development smoother because each rule can translate directly into gameplay functions. This process reminds me that instruction writing and instructional design share the same goal: guide the learner with clarity and purpose.

What This Practice Taught Me

This exercise changed how I see tutorials, directions, and teaching itself. Writing game instructions is about communication, not perfection. Players and students should feel guided, not corrected. Testing and revising my instructions reminded me that clarity creates confidence, and confidence supports learning.

When I create tutorials or classroom activities, I will approach them the same way I write game rules. I will make them clear, inviting, and tested with real people.

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