Mechanics that enhance replayability
The Secret Cabal (@thesecretcabal) discuss what aspects of games make them want to play again, starting at about 1:51:00:
Tips & Resources for Board Game Designers
Mechanics that enhance replayability
The Secret Cabal (@thesecretcabal) discuss what aspects of games make them want to play again, starting at about 1:51:00:
A few ways to implement secret positioning or secret movement:
http://boardgames.stackexchange.com/questions/7492/how-can-you-have-secret-units-on-the-board
First playtest disaster: The BoardGameGeek designers forums share their trainwreck stories and how to get past them:
http://boardgamegeek.com/thread/810189/first-playtest-disaster-breathe-deeply
The Toy Industry Association’s “Toy Inventor & Designer Guide” has some general information about how to introduce a new toy or game into the market:
http://www.toyassociation.org/AM/PDFs/TIA/TIAToyInventorDesignerGuide2ndEdition.pdf
“As board game designers, we have to make our own magic. But it also means we’re free to.”
Notes from a game design class using The Kobold Guide to Board Game Design:
http://boardgamegeek.com/blogpost/10866/1st-game-design-class
“Never give up. Rejection is part of the process.”
“Failing to trim your game into a lean mean fun machine will almost invariably cost you publication because extra parts make the game more expensive, extra rules make the game less accessible, and the combination makes a game no one wants to take a chance on.”
“If you are going to design a successful game, you may need to cut one of your favorite aspects of the game, in the interest of flow, pacing, and fun.”
The Plaid Hat Games guys discuss their design processes, starting at about 49:00:
How to design an expansion?
Richard Garfield discusses creating his King of Tokyo expansion, as well as playtesting methods and navigating the publishing process, on the Games With Garfield podcast:
http://www.threedonkeys.com/blog/archives/722
SEE ALSO: Lessons learned designing an expansion, by Grant Rodiek (@HerrohGrant)
http://cardboardedison.tumblr.com/post/19177839103/lessons-learned-designing-an-expansion-by
It’s hard to make a living as a professional game designer. Kim Vandenbroucke (@TheGameAisle) talks about how she does it, on the Game Whisperer’s Funding the Dream podcast:
http://www.buzzsprout.com/4646/41870-funding-the-dream-ep-33-with-kim-vandenbroucke
“Go to the store and look at what is out there first. If you already have a design, could it stand on the shelf with the other products? If you don’t, try to design something new that could be on the shelf with the other products.”
Panda Game Manufacturing (@panda_gm) visits the Ludology podcast to discuss the board game production process and the general industry:
http://ludology.libsyn.com/webpage/ludology-episode-33-pandamonium
Game Evaluation Criteria
A feedback form you can modify, print and ask playtesters to fill out:
http://boardgamegeek.com/filepage/24600/game_evaluation_criteria_v1-2-doc
“Praise doesn’t help me make my game better, it only serves to reassure me that I make awesome decisions and that hampers my ability to change those decisions later.”
Playtesting: For how long, and how much input do you incorporate?
A BoardGameGeek forum:
http://boardgamegeek.com/thread/808606/playtesting-for-how-long-and-how-much-input-do-you
“[Push] a game’s limits when the game seems fine.”
Getting your board game reviewed. Two posts:
http://boardgamegeek.com/thread/808503/getting-your-game-reviewed
“If you never make mistakes, you are not working on challenges that move you further. And that’s a BIG mistake.”