Designing children’s games: Grant Rodiek (@HerrohGrant) discusses his takeaways from a small survey of parents that he ran:
http://hyperbolegames.com/2012/04/16/the-joys-of-youth-part-1/
Tips & Resources for Board Game Designers
Designing children’s games: Grant Rodiek (@HerrohGrant) discusses his takeaways from a small survey of parents that he ran:
http://hyperbolegames.com/2012/04/16/the-joys-of-youth-part-1/
What due diligence do Kickstarter backers do before pledging? Get inside their head before launching your project.
A.J. Porfirio (@VanRyderGames) outlines his methods:
http://boardgamegeek.com/blogpost/9649/backing-kickstarters-due-diligence-and-red-flags
“Life, Management, Design… If you are a leader, lead; if you are a follower, follow; if you just want to stand around, get out of the way.”
“When doing a Kickstarter video, please get to the point and sell me your pitch. Then you’ll have time to be funny after I’m hooked.”
“Step 1: buy bathroom tile (square or hex). Step 2: soak until the backing comes off. Scrub. Step 3: use as tiles for physical prototypes.”
“Note to Designers: Taking a genre and swapping out components is not an innovation.”
“For future Kickstarter surveys, I recommend adding a multiple choice question: “Would you like to receive emails from us?””
“Innovation comes from seeing what everybody else has seen before, but thinking what nobody else has thought before.”
“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.”
“Theme is a context to make mechanics intuitive. Theme feedback [from playtesters] can be a flag that the mechanics aren’t “making sense”.”
“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.”
Antoine Bauza (7 Wonders) on being driven by theme, having the design “virus” and more:
Printing a board for a prototype: some ideas from the BoardGameGeek designers forum:
http://boardgamegeek.com/thread/789815/printing-a-board-for-a-prototype
What Kickstarter backers want to see in your campaign.
Mark Rivera (@blightygamer) and Michael Fox (@idlemichael) canvas the BoardGameGeek forums:
http://boardgamegeek.com/thread/789720/running-a-great-kickstarter-campaign
“Asking is the best way to learn what folks want!” - @idlemichael
“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.”
“Your precious mechanisms are not the primary goal; they are a means to an end.”
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