“It’s never easy to shelve an idea that excites you. In fact, I’d say that it’s one of the most difficult things to do as a new designer.”
— Patrick Nickell

Things to avoid in game design. Thou shalt not…

http://boardgamegeek.com/thread/816102/things-to-avoid-in-game-design-thou-shalt-not

Thou shalt not publish without a great deal of playtesting.

Thou shalt not become enamored of thine own ideas.

Thou shalt not make the prototype too elaborate.

Thou shalt not post on BGG forums during designated design time.

Thou shalt not be afraid. Once your game is good and polished, get out there and market that sucker.

Thou shalt not add to fix a problem, thou shalt remove.

Thou shalt not design games that must be played in the “spirit of the game.”

Thou shalt not give up…

“First know what to say, then work out how to say it: Words without message are mere noise. Design without content is mere decoration.”
— Reiner Knizia (@ReinerKnizia)
“Spend some time creating games just for the fun of it before you decide it’s the right choice to make it into a business venture.”
— Colby Dauch (@PlaidHatGames)
“When designing #boardgames, sometimes you just have to throw out the theme and do something else.”
— Paul Owen (@PaulOwenGames)
“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