Have you ever heard someone say, "This game is a real brain-burner," "There are a lot of rules to learn to play this game," or "This game seems too simple"? What they are talking about is cognitive load -- how much of your brain you need to use to pay attention to something.
There is not a one-size fits all amount of cognitive load that is "right" for games. Different games fit into different zones for different people at different times:
- Sometimes after playing a heavy strategy game (aka the brain-burner) I want to play something lighter, because my capacity to focus and pay attention has been used up.
- Sometimes I like to play a very complex game with lots of rules, so I can pull my mind off of other preoccupations.
- Sometimes I like a game I can play in a cafe and still have conversations with the other players.
How much of a person's brain you hope and need to engage depends on the type of game you want to make and where and how you picture it being played.
It is useful to separate cognitive load into three categories:
1) Learning and Memory: how much brain power you need to learn and remember how to play a game. This will vary by type of game. There is no right answer for this category. Each person has different preferences, and each time and place has different parameters.
2) Navigating user interface (UI) and information design: how much overhead your brain needs to process information and manipulate game elements. You want this to be as minimal as possible, so that the player can put their attention on the other categories.
A few things to avoid to reduce overhead:
- Centered text
- Low contrast (See more in Mistakes in Card layout)
- Too many symbols
- Mixing symbols into the middle of text
- Extra clicks, and small targets for UI buttons, etc. (In computer interfaces)
- "Incoherence" - things not being similar in design when they could be.
Information Design in Board Games, another blog post, goes into more detail.
3) Strategic thinking: the fun, interesting, engaging part. It is coming up with strategies for play, figuring out the puzzle of it, thinking about what you would do differently next time. Sometimes a game is so simple it doesn't have much of this at all, and then I feel the cognitive load is too low. You can't get engaged.
More ways to think about it
Sometimes people think a game requires a lot of strategic thinking but the cognitive load they are experiencing comes from learning the rules and struggling with the interface. Go is a classic example of the opposite. The basic rules are so easy, the interface is so easy, and the strategic layer is incredibly deep.
Designers sometimes over-simplify the design process. They advise "make fewer rules" or "always reduce cognitive load". I prefer "make fewer extraneous rules" "make fewer clunky, inelegant rules", and to ask "does this rule help the game become its best self?" or "does this rule make the game more interesting?".
You can make a game that is simple to learn and easy to play, yet has no depth and is dull. You can also make a game that is hard to learn and hard to play, and has no depth and is dull. How to create strategic depth and complexity in your game? Sounds like another post to me!
Sometimes your intention is to create a more complex game, and therefore you may need more rules. George Orwell said it well, "Use as simple words as possible. But NO SIMPLER." Sometimes you need a complex word for a complex idea, or complex rules for deep games.
Three Main Types of Cognitive Load:
- Intrinsic Load: The inherent difficulty of the material or topic being learned.
- Extraneous Load: The unnecessary mental effort caused by how information is presented (e.g., poorly designed materials).
- Germane Load: The productive mental effort devoted to constructing schemas (permanent knowledge structures).
Impact and Management
- When the total load exceeds capacity, learning is hindered, errors increase, and focus declines.
- To optimize cognitive load, aim to reduce extraneous load, manage intrinsic load, and promote germane load.
How to use these ideas when designing games
1) have an idea of what types of players, and environments you imagine your game being played by and in.
- Some games are much a harder to play in crowded, noisy environments. Some are not.
- Are you making a "pub" game?
- A social game?
- A day-long strategy game? Adjust the complexity to fit.
- Are you making a game that people might play between other deep games?
- A game couples might play in a quiet evening?
- Is the game meant to be played a lot of times? You better have involved, complex strategic possibilities, or people aren't likely to return.
- How old are the players who you think might like to play it? Is it a large range, or small?
- Can the players read? Do complex reasoning? Have good eyesight?
- How much memory is required.
- Lots of questions to ask.
2) What is the medium your game is being played in?
- Is it a board game? All those rules have to be remembered to make the game play smooth. That means you have to streamline more than on the computer.
- Are you making a computer game? The computer can automate and remember a huge amount, so your complexity targets can be different, but you really have to make sure your interface is smooth.
- Are you making a game people play with friends, no board, word of mouth rules transmission, like charades?











