Preventing cheating: is the honor system sufficient?
@boardgamegeek discussion:
http://boardgamegeek.com/thread/780178/leaving-opportunity-for-sheating-in-game-design
Tips & Resources for Board Game Designers
Preventing cheating: is the honor system sufficient?
@boardgamegeek discussion:
http://boardgamegeek.com/thread/780178/leaving-opportunity-for-sheating-in-game-design
Examples of great rule books:
http://boardgamegeek.com/thread/780323/examples-of-great-rule-books
How to deal with detractors, from @thegamecrafter:
http://news.thegamecrafter.com/post/19562827821/handle-detractors-with-silence?bf793b00
@HerrohGrant (Grant Rodiek):
“One of the most powerful and often mis-used (or neglected) abilities in game development is setting priority.
"Early and often one should examine the priorities of all the features of a project. You should know what is most (or least) important to properly focus creative and development effort.Â
"At the beginning of every design I establish my priorities: Key Mechanic, Key Theme, Key Play Time, Key Player Numbers.
"I may have a feature creep up that violates or conflicts with a priority. I try to remain focused and steer development such that I make everything serve my priorities. I can also re-prioritize things.
"For example, if I want a game with a great dice mechanic, before I solve any other problem, I am going to design a great dice mechanic. I’m not going to design the board or figure out player turns until the dice work.
”[That takes d]iscipline. Really, design is an exercise in discipline.“
Making a work-in-progress (WIP) page on @boardgamegeek can help you tap into the community for advice.
How to start:
Addressing the gang-up problem and other challenges with 3 & 4 player games, by Alex Weldon
Any creative work will reflect the worldview of its creator, and board games are no different.Â
But how important is it for game designers to recognize the way their subconscious beliefs affect the decisions they make and the game worlds they create?
Should we try to avoid this effect and make our games as unbiased as possible? Or should we embrace it? Â Â
Game designer @DanielSolis raised the issue on Twitter today, noting:
“game design can communicate the game designer’s unspoken assumptions”
We (@CardboardEdison) were curious about the implications, so we asked:
“Should game designers try to avoid this, or embrace it? Either way, is self-awareness of this sort important?”
@DanielSolis replied:
“Being mindful is the important thing. Every design speaks for the designer, so be aware in each choice.”
He also retweeted our question to his followers.Â
Game designer @loganbonner replied:
“I’d say it’s definitely important! You have to know your own biases and how they add to or detract from your work.”
@jefgodesky said:
“I say embrace! Know you’re doing it, and make sure it’s the assumptions you want to share with others.”
But @JBMannon of At The Table Games felt differently:
“I’m trying to avoid it as much as possible with Woodland Creatures. Its a fine line.”
RT @GameDesignFTW: “A good game’s variance is inversely proportional to its length.” - Jay Treat
@clearclaw: I phrase that as, “A good game ends as its predictable variance approaches zero.”
RT @GameWhisperer: RT @jamescollinsjr: May be obvious, but you can print posters at walmart, et al. for under $10. Make for excellent custom maps. #dndtips
RT @bellwethergames: You must read between the lines of what your play testers are saying. This and more in our interview with @jtreat3!
http://bellwethergames.com/component/content/article/1-latest-news/183-march-featured-designer.html
Tax advice for indie game publishers on @GameWhisperer’s podcast. Very important stuff.
UPDATE:
Follow-up question: Do I have to register a company if it’s just a project?
Answer: No, but you might want to anyway. And talk to your accountant.
RT @tomlapille: The “Actually” Rule of Game Design: If you have to say “actually” while teaching an intelligent person your game, you messed up.
Is your game a hobby or a company?
@EscapePodGames asks BGG forum and gets an earful
RT @purplepawn: Personal Die Cutting Service
http://www.purplepawn.com/2012/03/personal-die-cutting-service/
iOS app shows you what colorblind players see:
http://itunes.apple.com/us/app/colorblind-vision/id401516863?mt=8&ign-mpt=uo%3D4
HT @HerrohGrant
RT @ReinerKnizia: I am a mathematician: the more I practice mathematics, the easier it gets. I am a designer: the more I practice design, the harder it gets.
Need a small print run of game cards? This BGG thread notes some options:
Fulfillment cos on @gamewhisperer (mp3s):
Impressions
http://t.co/N8h2Yek4
@GameSalute
http://t.co/1F3b3N74
Surviving “Playtest Hell”: Save your sanity with these tips from BGG designers forum
GUBS designer on story in games: “Story does not mean flavor text…too much flavor can get in the way”
http://hyperbolegames.com/2012/03/14/for-love-of-the-tale/
via @HyperboleGames