Designer question of dread: Do we need any more games?
Put another way: What keeps you inspired?
http://boardgamegeek.com/blogpost/11335/designer-question-of-dread-do-we-need-any-more-gam
Tips & Resources for Board Game Designers
Designer question of dread: Do we need any more games?
Put another way: What keeps you inspired?
http://boardgamegeek.com/blogpost/11335/designer-question-of-dread-do-we-need-any-more-gam
Some considerations when creating a board game’s economic system:
http://www.suntzugames.com/1/post/2012/06/the-money-flow-and-economy-in-board-games.html
“Games create stories. Rules imply the stories that a game can tell.”
“Don’t confuse depth with complexity.”
“One point that cannot be stressed enough: Complexity creates problems, simplicity solves problems.”
“Game-sense: Got a practical problem with your board game? Don’t add more stuff. First, try using what you already *have* in a new way.”
An essay on “different scoring approaches that designers can employ, and how those choices manifest in the game’s dynamics and the kind of decisions and tensions facing players”:
“If you have an idea, do not give up on it. Fight for it. You will eventually win and I promise you, it will be an amazing victory.”
“When a game has a rulebook section called “Commonly Overlooked Rules”, you have to ask yourself why are they overlooked and are they needed.”
Need a single copy of a game printed, or a small print run?
Here are some recommendations:
http://boardgamegeek.com/thread/817156/print-on-demand-board-games
“Your game is always more difficult and complicated than you think. Always.”
How to effectively playtest and iterate your board game design:
Richard Garfield discusses some ways to retain player interaction while minimizing table politics:
“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.”
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
Designing a custom dice game but not sure how to make the prototype?
indentedblankdice.com
“First know what to say, then work out how to say it: Words without message are mere noise. Design without content is mere decoration.”
“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.”