An extensive guide for first-time self-publishers, with lots of specifics, from someone who just did it:
http://boardgamegeek.com/thread/789423/game-design-and-self-publishing-a-primer-for-self
Tips & Resources for Board Game Designers
An extensive guide for first-time self-publishers, with lots of specifics, from someone who just did it:
http://boardgamegeek.com/thread/789423/game-design-and-self-publishing-a-primer-for-self
The 31st Game Designer Convention in Göttingen, Germany is June 2-3, 2012
Preview:
http://boardgamegeek.com/blogpost/9496/gottingen-game-designer-convention-2012
Application:
Interview with Alf Seegert, designer of Trollhalla and The Road to Canterbury:
“Don’t be afraid to find design influences OUTSIDE of board games. Often the best ideas do not come from games at all!”
“Recently I’ve followed Elton John’s rule: if the song doesn’t write itself quickly, don’t bother. Development can take months (or even years) but if the basic idea doesn’t come together quickly, I move along.”
http://boardgamegeek.com/blogpost/9228/in-the-road-to-canterbury-i-meet-alf-seegert
Make a Better Game – Limit the Player
“Presenting someone with a huge number of options does not give them more ‘freedom’ – in fact all it does is overwhelm them.”
http://jonshaferondesign.com/2012/04/03/make-a-better-game-limit-the-player/
HT @BoardgameNews
“Don’t wait! Get talking about your book or about your game, or about your anything, as soon as you have an idea well formulated.”
“Light/Medium games emphasize FUN. Heavy games emphasize CHALLENGE.
Medium games emphasize both for sure, FUN and CHALLENGE, but it’s the shared emphasis on FUN that keeps it from becoming a Heavy game.
Don’t get [me] wrong, CHALLENGE can be FUN, but it doesn’t emphasize FUN at its core, it emphasizes CHALLENGE. Make sense?
”
“My First Principle of Game Design: Start somewhere new and you have the greatest chance to end up somewhere new!”
“As a publisher, one of the most powerful tools you have in your arsenal is the ability to give fans permission to do things with your stuff.”
“Game design is mind control. So is marketing. Game designers, take note: design your products like you design your games. (Game != Product)”
Grant Rodiek (@HerrohGrant):
Tasty Minstrel posted the PNP and rules for their new game for free. This is the way to do things.
Tasty Minstrel Games (@TastyMinstrel):
.@HerrohGrant When you had confidence in the game play, the logical conclusion is to make it available to people to try before pledging.
Grant Rodiek (@HerrohGrant):
@TastyMinstrel I agree with you 100%. It’s the way all projects should be presented.
The pros and cons of “take that” mechanics, by Grant Rodiek (@HerrohGrant):
http://hyperbolegames.com/2012/04/09/on-the-take-that/
SEE ALSO:
How much “take that” is too much?
http://cardboardedison.tumblr.com/post/19570523389/how-much-take-that-is-too-much
What to use for prototype cards? Some ideas on BGDF:
Some Game Playing Styles, and How Games Match One Style or Another
“Lead a game to worldwide success: keep it simple that people understand it; make it different that people recognize it; but keep it familiar”
“To design good games, you need peace in your heart - even for a first-person shooter.”
An experiment showed that people often lie about the result of a secret die roll if it benefits them.
The takeaway for board game designers, according to BoardGameNews:
“If you want someone to be honest, then do not allow him to roll a die in secret.”
http://boardgamegeek.com/blogpost/9382/links-flash-mob-game-reviews-the-hasty-cheater-ye
RELATED:
Preventing cheating: Is the honor system sufficient?
http://cardboardedison.tumblr.com/post/19570523236/preventing-cheating-is-the-honor-system
Hidden information: When to give players access to it, and at what cost?
A BoardGameGeek discussion:
http://boardgamegeek.com/thread/787704/hidden-information-access-to-it
“Game design and storytelling often reside at opposite ends of the creative spectrum.”
Crafting a Story through Design - by Benny Sperling (@Benny275)
http://hyperbolegames.com/2012/04/06/crafting-a-story-through-design/
The runaway leader problem: How to recognize it, how to get rid of it?
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