“Playtesting. LOTS of playtesting. Think you’re done? Wrong. Keep playtesting.”
Trim your game, yes, but how to decide what to keep and what to toss?
Jay Treat (@jtreat3) has some tips:
http://hyperbolegames.com/2012/06/27/assault-on-khyber-station/
Tips for creating board games with zero text–and the pros and cons of doing it:
http://www.suntzugames.com/1/post/2012/06/not-saying-a-word-the-language-neutral-board-game.html
Techniques for designing learnable systems, by Daniel Cook:
“As a game designer, it is your job to create systems that are intriguing to master without being completely baffling.”
https://plus.google.com/app/plus/mp/103/#~loop:view=activity&aid=z13mydywbwvdipse222szp0bcpzpy3q3x
On complexity vs. depth in board games:
http://hyperbolegames.com/2012/06/25/blood-from-the-turnip/
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/
“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/
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
