“My First Principle of Game Publishing: Work with competent publishers, or you will have delays, inferior products and a lot of extra work.”
What games can you play to make you a better designer? Turns out there’s a list:
http://boardgamegeek.com/geeklist/140448/boardgame-recommendations-to-become-a-better-game
Miscellaneous tips for creating a print-and-play, from the BoardGameGeek designers forum:
http://boardgamegeek.com/thread/789362/general-advice-on-creating-a-print-and-play
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
“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?
”
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
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
