“Make sure your game has a solid central tension in its core mechanics. The best tension tends to involve other players.”
— Spoiled Flush Games
“Empathy is one of the game designer’s most important assets. Can you read the fun in a room?”
— @eric_lang
“Don’t allow players to circumvent your game’s strategic focal point.”
— Visible Hand Games (@vhgames)
“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.”
— Eric Lang (@eric_lang)
“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”
— Crash Games (@Crash_Games)
“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.”
— eggertspiele (@eggertspiele)

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.”
— Grant Rodiek (@HerrohGrant)
“Game design is as frustrating and difficult as it is enjoyable and rewarding. I do it because I have to. It is my outlet.”
— Brad D. Fuller (via whyidesigngames)
“

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.

”
— Michael Mindes of Tasty Minstrel Games