General conclusions about risk-taking in multiplayer games, drawn from strategic analysis of a simplistic case:
http://www.benefactum.ca/?p=241
From Alex M Weldon (@benefactumgames)
How to turn a prototype into something a publisher would want to produce:
http://www.twitlonger.com/show/h77k26
By Seth Jaffee (@sedjtroll)
Calibration: Trial & Error or Dark Alchemy?
A BoardGameGeek designers forum discussion about tweaking the math:
http://boardgamegeek.com/thread/796433/calibration-trial-error-or-dark-alchemy
The Ludology podcast tackles questions from listeners in the latest episode. Topics covered include:
–Patents and intellectual property rights for games
–Rules terminology and clarity in design
–When table politics can have a place in a design
–“Constructive vs. destructive games” as an alternative to the Euro vs. Ameritrash debate
http://ludology.libsyn.com/ludology-episode-30-listener-spectacular
“Game design is as frustrating and difficult as it is enjoyable and rewarding. I do it because I have to. It is my outlet.”
“The best way to be able to get into a career in the gaming world is to get started. Blog, podcast, create print and play copies, design, market, whatever.
By this, I mean getting out there and doing something in the community. Be the go to guy. If you have an audience you have power.
”
How to create better board games for mobile devices:
http://hyperbolegames.com/2012/04/27/developing-better-digital-board-games/
By Grant Rodiek (@HerrohGrant/@HyperboleGames)
An interview with the designer of the newest best-selling game on The Game Crafter:
http://news.thegamecrafter.com/post/21901010552/we-decided-it-was-high-time-we-interview-the
The rules hierarchy for tabletop games. Graphic by Daniel Solis.
“A @kickstarter campaign is like a business. Plan it like one” - Fred Hicks (@fredhicks)
https://plus.google.com/u/0/105843491826683668595/posts/jZ8QRJKVja5#105843491826683668595/posts/jZ8QRJKVja5
“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.”
How many ways are there to run an auction? More than you might think.
The Ludology podcast covered auction mechanics, in two parts (and in considerable depth):
http://ludology.libsyn.com/ludology-episode-28-going-going-gone
The “triangular theory of board game design” takes into account players’ emotional and sensory reactions in addition to theme and mechanics:
http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article200904210253PM
BoardGameGeek forum: What mechanic do you try to put in EVERY game?
It’s like a support group for board game designers.
http://boardgamegeek.com/thread/795409/what-is-the-mechanic-you-try-to-put-in-every-game
