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Utility

Absolutely, let’s unpack that! You’re interested in “adding utility,” especially the kind of board game-like utility you find in games such as Wingspan. Let’s explore:


In board games, utility often means giving players tools, abilities, or resources that enable them to:

  • Interact with the game world in meaningful ways
  • Make interesting decisions
  • Adapt to different strategies

For example:

  • In Wingspan, “utility” comes from bird powers, bonus cards, and end-of-round goals—each giving players different ways to score, manipulate the board, or respond to opponents.

2. What Does “Too Much Utility” Look Like?

Section titled “2. What Does “Too Much Utility” Look Like?”

“Too much utility” in a game/app means giving players so many tools, options, or abilities that:

  • The game becomes overwhelming or confusing
  • Decisions lose impact (everything feels equally viable)
  • The core experience becomes diluted (players lose track of what matters)

Examples:

  • Games where every turn offers dozens of actions, but none feel special
  • Apps where every feature does everything, but no feature is focused or satisfying

3. How Does This Apply to App or Product Design?

Section titled “3. How Does This Apply to App or Product Design?”

If you’re designing an app and want “board game-like utility,” consider:

  • Meaningful choices: Each feature should empower users to do something valuable or creative, not just exist as a checkbox.
  • Synergy: Like in Wingspan, where bird powers interact, features should work together for bigger effects.
  • Progression: Allow users to unlock new “tools” or powers as they go, increasing their options without overwhelming them from the start.
  • Limits: Too much early utility can overwhelm; introduce utility gradually and with purpose.

4. What is the “Sweet Spot” for Utility?

Section titled “4. What is the “Sweet Spot” for Utility?”
  • Just Enough: Users have enough tools to be creative and adapt, but not so many they’re paralyzed by choice.
  • Distinctive Powers: Each option or feature should feel different and useful in specific contexts.
  • Strategy Emerges: Like in Wingspan, strategy emerges from how you use your utility, not how much you have.

  • Too Little Utility: A note app with only “write note” and “delete note.”
  • Too Much Utility: A note app with endless buttons—mind maps, AI suggestions, reminders, color coding, sharing, exporting, importing, plugin marketplace—without clear use or guidance.
  • Board Game-Like Utility: A note app where each added tool (“link notes,” “tag,” “summarize,” “turn into flashcard”) feels purposeful and helps users build systems that suit their style.

LevelWhat It Feels Like
Too LittleBoring, repetitive, few choices
Just RightInteresting combos, real decisions, user creativity
Too MuchOverwhelming, confusing, “feature soup”

Board game-like utility is about giving users tools that are fun, strategic, and meaningful—but not so many that it becomes chaos. The best utility is focused, synergistic, and unlocks creativity or clever decision-making, just like a well-designed board game. It provides flexibility without overwhelming options.