“Innovation comes from seeing what everybody else has seen before, but thinking what nobody else has thought before.”
— Reiner Knizia (@ReinerKnizia)
“People, accepting the USPS flat rate box price is usually not the cheapest option for a single game! Use their box, but ship by size/weight.”
— The Noble Gamer (@ianoble)
“Theme is a context to make mechanics intuitive. Theme feedback [from playtesters] can be a flag that the mechanics aren’t “making sense”.”
— Visible Hand Games (@vhgames)
“An elegant, efficient design should be the goal of every game—and every game designer.  After all, most of us don’t really want to feel like we’re doing time on a stationary bicycle when we get together for a game night.  We want the mental exercise, but we also want to go somewhere, and an efficient, elegant design makes the ride smoother and every aspect of the experience easier to enjoy.”
— Jeffrey D. Allers

“Ultimately with any game I design, I want that finished game to be as close as possible to a state where it lacks nothing and needs nothing more.”

“Whatever piece you put in or take out should be there or not because it is essential to the very nature of the whole.”

- Todd Sanders (@lackriver) on Why I Design Games

http://whyidesigngames.tumblr.com/post/20899808185/todd-sanders

“My First Principle of Game Publishing: Work with competent publishers, or you will have delays, inferior products and a lot of extra work.”
— Reiner Knizia (@ReinerKnizia)
“Your precious mechanisms are not the primary goal; they are a means to an end.”
— Asger Sams Granerud, interviewed on Bellwether Games

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

“

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?

”
— Bryan Fischer (@bryanfischer)
“My First Principle of Game Design: Start somewhere new and you have the greatest chance to end up somewhere new!”
— Reiner Knizia (@ReinerKnizia)
“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.”
— Fred Hicks (@fredhicks)