“This industry is a revolving door. I talked to retailers turned distributors turned designer turned publisher – and the other way around. Everyone dabbles.”
Cardboard Edison’s Favorite Tips & Resources – May 2012
/Once a month, we round up our favorite new pieces of advice and resources for board game designers. Here are our picks for May 2012:
- Ten Exciting Designers Doing Exciting Things
- The Strategy Game Designer’s Constitution
- “Make sure your game has a solid central tension in its core mechanics. The best tension tends to involve other players.” – Spoiled Flush Games
- Gaming for understanding
- “Iterate, but have a goal. Games can meander for years without one.” – Matt Leacock
- “Push a game’s limits when the game seems fine.” – Olivier Lamontagne
- “If you never make mistakes, you are not working on challenges that move you further. And that’s a BIG mistake.” – Reiner Knizia
- “Don’t pin all your hopes on just one game idea. If you’re creative enough to come up with one game idea, you’re creative enough to come up with a half dozen game ideas.” – Keith Meyers
- “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.” – Clint Herron
- “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.” – Jay Treat
- “Never give up. Rejection is part of the process.” – Chevee Dodd
Tips from a playtester for creating intuitive prototypes and clear rules:
http://boardgamegeek.com/thread/812173/a-few-thoughts-on-game-design
Designer Diaries on BoardGameGeek are a great resource for new game inventors. They show how published games were conceived, developed and ultimately licensed or self-published. Along the way, the designers often share some lessons they learned through the process.
You can read every BoardGameGeek Designer Diary here:
Some suggestions for ways to limit the options in your game without curtailing its depth:
http://hyperbolegames.com/2012/06/04/limit-em-good/
SEE ALSO:
Make a Better Game – Limit the Player
http://cardboardedison.tumblr.com/post/20876510726/make-a-better-game-limit-the-player-presenting
Bruno Faidutti’s answers to some of the most common questions from new game designers:
How can I protect my idea and be sure some dishonest game publisher won’t steal it?
Is it useful to pay a professional artist to make a nice looking mock-up of my game?
How can I get in touch with publishers?
Can I submit the same game to more than one publisher?
The publisher wants to give me XX% of his gross sales price. Is it fair?
The publisher wants to change everything, it’s not may game anymore… What can I do?
Three best practices for creating a Risk: Legacy-style game, by Daniel Solis:
http://danielsolisblog.blogspot.com/2012/06/three-best-practices-of-risk-legacy.html
Reddit has a small but supportive community of tabletop game designers:
http://www.reddit.com/r/tabletopgamedesign/
