Companies that do laser cutting for game pieces: some recommendations from the BoardGameGeek designer forum:
http://boardgamegeek.com/thread/821179/company-that-does-laser-cutting-for-game-pieces
Tips & Resources for Board Game Designers
Companies that do laser cutting for game pieces: some recommendations from the BoardGameGeek designer forum:
http://boardgamegeek.com/thread/821179/company-that-does-laser-cutting-for-game-pieces
“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/
“As a game designer, it is your job to create systems that are intriguing to master without being completely baffling.”
“Designing games is not easy, but promoting games is hard as hell.”
“Games become the most fun as the players become emotionally involved.”
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/
“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