How to effectively playtest and iterate your board game design:
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…
Some recommendations for card design programs:
http://www.reddit.com/r/tabletopgamedesign/comments/ux4b3/best_program_for_creating_game_cards/
Showing off your new game at Gen Con or Spiel? Let BoardGameGeek News know to get added to the preview lists:
http://boardgamegeek.com/blogpost/11159/showing-your-games-at-gen-con-2012-or-spiel-2012-w
The Ludology podcast takes a look at the use of uncertainty and randomness in games:
http://ludology.libsyn.com/webpage/ludology-episode-34-the-good-the-bad-and-the-random
SEE ALSO:
Luck and games, on the Dice Hate Me podcast:
http://cardboardedison.tumblr.com/post/19635270677/luck-and-games-danielsolis-chats-with
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
