Why it’s important to ask: “Does my game really need that rule?”
by Ignacy Trzewiczek (@trzewik)
http://boardgamesthattellstories.blogspot.com/2012/07/you-have-to-have-guts-to-ask-this.html
Tips & Resources for Board Game Designers
Why it’s important to ask: “Does my game really need that rule?”
by Ignacy Trzewiczek (@trzewik)
http://boardgamesthattellstories.blogspot.com/2012/07/you-have-to-have-guts-to-ask-this.html
Some recommendations for dice manufacturers in the U.S.:
Michael Coe and Patrick Nickell of Crash Games discuss their development process, the value of a professional prototype, handling playtesters’ feedback, and achieving balance:
http://goforthandgame.com/2012/07/11/a-conversation-with-crash-games-michael-coe-and-patrick-nickell
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…
Pros and cons of cards as a game component:
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:
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Unpublished-games fest Unpub 3 by Cartrunk Entertainment (@CartrunkEnt) is shaping up for Jan. 18-20 in Delaware: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
“Making games is like sports or music, you have to practice and you really need to beware of what’s been done already if you want to be the best.”
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/
Half Plug Games has launched a new marketplace where designers can offer print-and-play versions of their games:
Making a living vs. supplemental income: What’s a realistic goal for making money in the board game industry?
“If you are really interested in games, nothing will stretch you more than reading smart stuff outside of your own interest.”
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
“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.”
“Look at the games you like, and see what works, and what doesn’t work. Sharp analytical skills are a game designer’s best tool.”
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
“Gamers gonna game, and your game can’t break when they do.”