“Pursue that misguided attempt at creating a cool apocalyptic, dinosaur-themed, super-hero disaster of a game! Roll dice and move on a map. Stay up late and drink Monster energy drinks and ruminate on how cool your game is looking in Photoshop. You’ll need the experience, so that you’re ready when that good game idea comes along later.”
— T. C. Petty III (via whyidesigngames)

Brenda Brathwaite: Gaming for understanding

Matt Leacock discusses his process designing Pandemic, in this talk from 2008

“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)