“Failed designs are part of the process, so don’t get discouraged if it doesn’t work! Just remember why the design didn’t work for you and try not to repeat those same mistakes.”
Lots of good stuff in this wide-ranging interview with Richard Garfield, designer of Magic: The Gathering and other titles:
I usually encourage beginning designers to self publish, not with the eye to making an ongoing business, but to understand the market as a whole, and get a publisher to take you seriously.
Play games you aren’t naturally drawn toward, and find out why they are loved by their fans.
Play critically, but don’t lose your sense of fun.
Pay attention to the parts of a game people complain about – can the games be changed to make those people happy without taking the soul out?
The 24-hour game design contest for July 2012 has a dragon theme:
http://boardgamegeek.com/thread/823009/24-hour-contest-july-2012
What makes some games highly social and others competitive? The Ludology podcast discusses:
http://ludology.libsyn.com/ludology-episode-35-the-social-milieu
Lessons learned in board game design: The BoardGameGeek designers forums share:
http://boardgamegeek.com/thread/821451/lessons-learned-in-board-game-design
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
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/
