Richard Launius (Arkham Horror) discusses his process for creating cooperative games in this interview from 2010:
http://www.mechanics-and-meeples.com/2010/11/25/co-op-interviews-richard-launius-arkham-horror/
Tips & Resources for Board Game Designers
Richard Launius (Arkham Horror) discusses his process for creating cooperative games in this interview from 2010:
http://www.mechanics-and-meeples.com/2010/11/25/co-op-interviews-richard-launius-arkham-horror/
“Any game that claims to get better with repeated plays needs to be fun enough that players want to get to that point.”
“People who wish to design games should play games. Lots of them.”
“Frustration is an excellent spice, but a very poor main ingredient.”
“My trick to simplify my designs is to write the rules in an early stage. If I can’t describe a feature in a few sentences, it’s too complex.”
“Don’t worry too much about making your rules clever and funny. The purpose of the rules is to teach the game, hopefully quickly. Instead, put your focus on making your game clever and funny. Let your mechanics tell a story. Don’t muddy your rules. Write great rules first, then add humor.”
Fred Hicks (@fredhicks) reveals how Evil Hat Productions designed the pledge levels and rewards for their “Race to Adventure” Kickstarter campaign:
http://www.deadlyfredly.com/2012/06/in-the-red/
Designing Games With the Publisher in Mind
Tips for how to generate interest for your board game:
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.”