Best Advice - Game Design & Design Process Principles
A broad collection of advice for new board game inventors. A great starting point:
Tips & Resources for Board Game Designers
Best Advice - Game Design & Design Process Principles
A broad collection of advice for new board game inventors. A great starting point:
“Make sure your game has a solid central tension in its core mechanics. The best tension tends to involve other players.”
“Empathy is one of the game designer’s most important assets. Can you read the fun in a room?”
Ten Exciting Designers Doing Exciting Things
http://boardgamegeek.com/blogpost/10013/ten-exciting-designers-doing-exciting-things-on-i
Andrea Chiarvesio (designer of Kingsburg) on the risks and rewards of playing others’ designs, why less is more, artisans vs. artists, games as cars, and why he’s Robert Zemekis:
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)
“Don’t allow players to circumvent your game’s strategic focal point.”
“I don’t enjoy designing “safe” games. If a game of mine doesn’t worry me on any level, IMO I’m doing something wrong.”
“The trick to a great Kickstarter video is making a fun, fast and fresh video that gives viewers a bit of entertainment and a bit of gameplay”
How to turn a prototype into something a publisher would want to produce:
http://www.twitlonger.com/show/h77k26
By Seth Jaffee (@sedjtroll)
“If game designers just spent 10% of the time they invested on fiddling with graphics on writing complete and structured rules, the world would be a better place, not only for editors and publishers. Playtesting outside your peer group might be helpful, too.”
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
“Take it slow. A late game is only late until it’s released. A bad game is bad forever.”
“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