2012 Solitaire Print and Play Contest
Deadline: 7/31/12
Prize: BGG geekgold
http://boardgamegeek.com/thread/798184/2012-solitaire-print-and-play-contest
Tips & Resources for Board Game Designers
2012 Solitaire Print and Play Contest
Deadline: 7/31/12
Prize: BGG geekgold
http://boardgamegeek.com/thread/798184/2012-solitaire-print-and-play-contest
“The more I look at game design deeply, the more I realize math class actually had some value.”
No-fuss card game layout, using InDesign
Video tutorials gathered by Daniel Solis (@DanielSolis)
http://danielsolisblog.blogspot.com/2012/05/variable-data-in-card-game-design.html
Stack Exchange has a solid Q&A forum for board games:
http://boardgames.stackexchange.com/
Use the tag “game-design”:
http://boardgames.stackexchange.com/questions/tagged/game-design
“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.”
Brenda Brathwaite: Gaming for understanding
Matt Leacock discusses his process designing Pandemic, in this talk from 2008
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