If you try to design for EVERYONE, you end up designing something that makes EVERYONE unhappy.
— Reiner Knizia (@ReinerKnizia)
This industry is a revolving door. I talked to retailers turned distributors turned designer turned publisher – and the other way around. Everyone dabbles.
The best expansions test the limits of a game’s existing nature, rebalancing existing elements, rather than reconstituting the game more completely.
— Mark Taylor (@woodencubes)

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:

#theory:

#process:

#licensing:

#publishing:

#industry:

For me, the challenge that board-game design sets before me is to make games that are engaging but streamlined, complex but not complicated: games with high “simplexity.”
— Alf Seegert (@alfseegert)

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:

http://boardgamegeek.com/blogcategory/19

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?

http://www.faidutti.com/index.php?Module=divers&id=539

No matter how “finished” you think your game is, feedback from a publisher can lead to important improvements even if they ultimately take a pass.
— Philip duBarry (@pdubarry)
Make the prototype quickly from anything you can find. Once you have a game, improve the prototype enough to interest playtesters. Once you get a finely-tuned game, make it shine.
— Philip duBarry (@pdubarry)
You may have a great track record of quality games, but if you are a pain to deal with, future publishers may pass on your submissions and accept games from less difficult designers.
— Chevee Dodd (@cheveedodd)
There’s a lot of information out there, but the best advice that tends to get repeated over and over is this: Design a game you’d like to play.
— Seth Jaffee (@sedjtroll)
Your first game will not be your best, so if you have a favorite idea that you’d love to make a game out of, then you might want to save it for after you’ve got the hang of things.
— Seth Jaffee (@sedjtroll)