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<blockquote data-quote="Bagpuss" data-source="post: 8729415" data-attributes="member: 3987"><p>I think it is pretty clearly a fact. Graphical games sell better than text based ones. Illustrated RPGs sell better than text heavy ones, sales figures in both cases are going to back that up.</p><p></p><p></p><p></p><p>If I'm looking for a chapter in a rulebook, it is quicker to flick to an illustration my brain has mapped to that section of text, than it is to try and pick out the text, and often faster than looking at the contents or index, once I am familiar with it.</p><p></p><p>If you know anything about graphic design, print layout you would know that a four columns of text, isn't visually appealing, and doesn't engage the reader, no matter how interesting your rules are. You break that up with different sizes of text, maybe a table, or some bullet points it helps, but you stick an image in there it makes it much more visually appealing. This helps keep the reader engaged and track where they are up to in the text. That's the why.</p></blockquote><p></p>
[QUOTE="Bagpuss, post: 8729415, member: 3987"] I think it is pretty clearly a fact. Graphical games sell better than text based ones. Illustrated RPGs sell better than text heavy ones, sales figures in both cases are going to back that up. If I'm looking for a chapter in a rulebook, it is quicker to flick to an illustration my brain has mapped to that section of text, than it is to try and pick out the text, and often faster than looking at the contents or index, once I am familiar with it. If you know anything about graphic design, print layout you would know that a four columns of text, isn't visually appealing, and doesn't engage the reader, no matter how interesting your rules are. You break that up with different sizes of text, maybe a table, or some bullet points it helps, but you stick an image in there it makes it much more visually appealing. This helps keep the reader engaged and track where they are up to in the text. That's the why. [/QUOTE]
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