Should all games be designed from scratch as original works, or is it OK to build upon an existing game?
Members of the BoardGameGeek designers forum weigh in:
http://boardgamegeek.com/thread/787281/starting-a-new-and-unique-design-from-an-existing
Tips & Resources for Board Game Designers
Should all games be designed from scratch as original works, or is it OK to build upon an existing game?
Members of the BoardGameGeek designers forum weigh in:
http://boardgamegeek.com/thread/787281/starting-a-new-and-unique-design-from-an-existing
“Contacting an industry professional for the first time? Don’t ask for anything. OFFER value. Start a relationship. Ask later. …maybe.”
Games of maneuver vs. games of “combat dominance,” by Lewis Pulsipher (@lewpuls):
http://pulsiphergamedesign.blogspot.com/2012/04/games-of-maneuver-vs-games-of-combat.html
What makes a game replayable?
http://gfbrobot.com/2012/04/03/errata-games-with-replayability/
Some non-US Kickstarter alternatives:
http://boardgamegeek.com/thread/785982/kickstarter-alternatives-for-those-of-us-who-arent
“Every day, starting tomorrow, create a quick pitch for a game.”
How to create an “idea machine”:
http://hyperbolegames.com/2012/04/02/the-idea-machine/
by Todd Edwards (@Wininoid)
“When I write a design, I always start with goals. It makes my designs more focused, and it helps me think more creatively.”
“Designing a game is like raising a child. You cannot change its personality, but you can help maximize its potential.”
“Game design protip: When creating many more rules to justify an exceptional case, remove the exception from the rules instead.”
“Never succumb to the tyranny of reasonable voices. What do I mean by that? There will be a cacophony of well meaning people in your life who will tell you to stop playing games or buckle down and quit scribbling away in notebooks and generally remind you that you need to grow up and be responsible. The life of a designer or an independent contractor in general is not the life for everyone. There are no regular paydays, no paid vacations, and no health care. All of this can convince you that the reasonable voices have it right on more than one occasion, but you have to persevere beyond all of that. When you do what you love, you won’t need to get pumped up or motivated to get to work. You can expect to be disappointed, criticized, disheartened, and frustrated on your worst days. You can also look forward to feelings of satisfaction, triumph, vindication, and elation when something you formed out of your own head and crafted with your own hands is understood, embraced, enjoyed, and even championed by someone else.”
Is Kickstarter encouraging us to short-change small games? AJ Quinn crunches the numbers. His conclusion:
“One conclusion is that we’re overly rewarding expensive games. I think a more important conclusion is that we’re encouraging makers of simple, fun, cheap games to complicate them and start adding on unnecessary features to justify a higher purchase price because without a higher price they will fail. That’s a huge bummer.”
http://www.scratchtheline.blogspot.com/2012/03/take-that-little-guy.html
Challenges in designing games for big groups, by Alex M. Weldon (@benefactumgames):
Plan for “worst-case success”: @kickstarter tier pricing and expenses, by @fredhicks
http://www.deadlyfredly.com/2012/03/kickstarter-plan-for-worst-case-success/
UPDATE:
Fred Hicks discusses the subject further on the Game Whisperer’s (@GameWhisperer) Funding the Dream podcast:
http://www.buzzsprout.com/4646/44967-funding-the-dream-ep-45-kickstarter-worst-case-success
“Start by designing the game you want to play, and then remove everything you don’t like, and what you are left with is a game that other people want to play.”
Chris Urinko (@Battlejack) on @GamesAndGrub
Curious how an established publisher gets a game from concept to store shelf?
Asmodee shares its process in its “Making of a Game” series:
Part 1, prototype to project:
http://us.asmodee.com/ressources/articles/making-a-game-from-prototype-to-project.php
Part 2, theme and graphics:
http://us.asmodee.com/ressources/articles/the-making-of-a-game-chapter-2-theme-and-graphics.php
Part 3, visualization to realization:
http://us.asmodee.com/ressources/articles/the-making-of-a-game-part-3-from-vision-to-realization.php
Part 4, final touches:
http://us.asmodee.com/ressources/articles/the-making-of-a-game-part-4.php
“I once designed a 2-player abstract. Before I did any playtesting whatsoever I actually went to a professional woodworker and paid him to create a special board for it. Valuable Design Tip: Don’t do that, ever.”
How should Kickstarter project owners pick a delivery date, and how can they stick to it?
A.J. Porfirio (@VanRyderGames) shares his experiences with “If I’m Going Down…”
http://boardgamegeek.com/blogpost/9215/when-will-i-get-my-game-a-look-at-why-kickstarter
What is your best source of inspiration? In what setting do you best receive inspiration?
Find those to strengthen your design process, says Grant Rodiek (@HerrohGrant):
Jeffrey D. Allers on the importance of designing a satisfying endgame:
“In a saturated boardgame market that encourages one-and-done cult-of-the-new, how a game ends could determine whether or not it will ever get played again.”
http://berlingamedesign.blogspot.com/2012/03/finishing-well.html
Ad math for Kickstarter board game projects, by AJ Quinn:
http://www.scratchtheline.blogspot.com/2012/03/were-all-international-backers-when-it.html