Playtesting. LOTS of playtesting. Think you’re done? Wrong. Keep playtesting.
— Phil Kilcrease (@krinklechip)
As a game designer, it is your job to create systems that are intriguing to master without being completely baffling.
— Daniel Cook (@danctheduck)
Designing games is not easy, but promoting games is hard as hell.
— Sam Liberty (@SA_Liberty)
Games become the most fun as the players become emotionally involved.
— HoopCAT Games (@HoopCATGames)
Any game that claims to get better with repeated plays needs to be fun enough that players want to get to that point.
— UndeadViking, as quoted by Games & Grub (@GamesAndGrub)
People who wish to design games should play games. Lots of them.
— Richard Garfield, in The Kobold Guide to Board Game Design, quoted by Brett Myers (@brettspiel)
Frustration is an excellent spice, but a very poor main ingredient.
— Chris Maka (@chrismaka)
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.
— Reiner Knizia (@ReinerKnizia)
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.
— Grant Rodiek (@HerrohGrant)