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Which tokens belong to you, which start fields and finish fields are yours… all is indicated by color. In pacheesi the goal is to move your four tokens from your own start fields to your own finish fields. Which square belongs to which group is indicated by color. The cube has six groups of squares, each with nine squares in it and the goal of the game is to bring all nine squares of each group together on one side of the cube. They connect objects to rules and mechanics. Just color.Įven though the colors have no inherent meaning – beyond identifiable color – they serve a purpose. The tokens on this pacheesi have no different properties for differently colored groups, no different roles in a story, no ranking or special abilities. There is no difference between blue and red squares except that they are blue and red. On a Rubik’s cube the colors have no meaning. There is no additional meaning behind the color, it’s just a marking that allows us to recognize an object by its color. This treatment of colors as icons for themselves is quite common in games, sports or interaction design. Sometimes colors are icons for themselves and a red thing just “means” red thing. Aaaannnd sometimes a red shirt is just a red shirt. Sometimes the guy with the red shirt was bleeding heavily, sometimes he is the first to die on a mission in Star Trek, sometimes he is Santa Claus. Sometimes color can have figurative or symbolic meaning or be an index for something else. This is part 2 Let’s talk color identifiers, glyphs and neutrals: Item 001 – Colors as identifiers: It is aimed at game designers and game artists alike and focusses on how to use color when crafting player experiences.Ĭheck the color theory readlist tag for all 4 parts of this series and the color design tag for all things games and color. This is a multipart article on color design for games.