There’s a tendency for people to think that a game is the sum of its mechanics.  To me a good game is more than the sum of its parts.  How those mechanics work with one another, and how they work with actual human players, makes a big difference in the outcome, and is much less than entirely predictable beforehand.
— Lewis Pulsipher (@lewpuls)
To be a good teacher, start as a pupil; to be a good boss, start as a worker; to be a good game designer, start as a player.
— Reiner Knizia (@ReinerKnizia)

Services like Kickstarter and Amazon are upending the board game industry and creating new economic opportunities for game creators. 

For the 50th episode of his Funding the Dream podcast, Richard Bliss (@GameWhisperer) gives a passionate, prophetic overview of the emerging new order.

http://www.buzzsprout.com/4646/46862-funding-the-dream-on-kickstarter-ep-50-richard-bliss-speaks-out

Design is working within constraints. Game Design is working within constraints to build constraints for others to play within.
— Scott Jon Siegel (@numberless)
The most important skill to designing games is understanding why games are fun. In designing a game, you are trying to entertain a player (this can of course be serious thinky fun, wacky fun, banana fun, depending on the player). When you can identify that bit, you’re well on the way. To do this, you must play many games, with many people. A terrible fate.
— Chris Cieslik (@AsmadiGames)
Is your game an instrument? Or a song that the player must play note by authored note?
— Daniel Cook (@danctheduck)
If you want to be creative, don’t follow the trodden path, make a new one. Think of new mechanisms, new materials, new technologies, new …
— Reiner Knizia (@ReinerKnizia)