I’ve been kicking around a board game idea for a while which uses both cards and dice as elements of randomness. I recently had the idea to remove dice entirely and only use cards, which has gotten me thinking about how each affects the random elements of a game.
Every game requires some lack of…
Cardboard Edison’s Favorite Tips & Resources – June 2012
/Every month, we revisit the board game design tips and resources we’ve found, and we pick out the best, most useful ones to spotlight. Here are our choices for June 2012:
- “There’s a lot of information out there, but the best advice that tends to get repeated over and over is this: Design a game you’d like to play.”
- “Got a practical problem with your board game? Don’t add more stuff. First, try using what you already *have* in a new way.”
- Richard Launius discusses his process for creating cooperative games
- How to effectively playtest and iterate your board game design
- “Gamers gonna game, and your game can’t break when they do.”
How to prevent one player from dominating a co-op game? Some ideas from Richard Garfield:
http://www.threedonkeys.com/blog/archives/748
Unpublished-games fest Unpub 3 by Cartrunk Entertainment (@CartrunkEnt) is shaping up for Jan. 18-20 in Delaware:
http://us4.campaign-archive.com/?u=555654fce7a68d736c015d4ec&id=be97f17954
The Paper Money podcast reveals “All About Boxes.” It’s not the most interesting stuff, but it’s essential knowledge if you’re going into publishing:
http://www.purplepawn.com/2012/06/papermoney-64-all-about-boxes/
Guiding game principles, the elements of great games, interpreting playtest feedback, collaborating effectively and more: an interview with Sam Liberty (@SA_Liberty) and Kevin Spak (@CaptainSpak) of Spoiled Flush Games:
http://bellwethergames.com/bellwether-resources/featureddesigners/187-sam-liberty-a-kevin-spak-interview.html
The Game Crafter Steampunk Design Challenge
Deadline: Aug. 31, 2012
Prizes: Game Crafter points and store credit
http://news.thegamecrafter.com/post/26404680048/steampunk-design-challenge
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
