“Rules have rules: All things being equal, fewer words is better. All things being equal, fewer words is also harder. And more work.”
The Bamboozle Brothers outline the final step of the publication process on their blog Inspiration to Publication:
Step 33: Promoting Your Game
http://inspirationtopublication.wordpress.com/2012/07/12/step-33-promoting-your-game/
Emergent game design tips from Daniel Cook (@danctheduck):
Every object in the game has both a utility and a cost.
Make as many objects as you can have secondary or tertiary uses via interactions with other objects.
Put the player under pressure (time, resource, space, etc) so that they are always forced to choose between
Loosely couple object interactions using generic interfaces or resources. Objects become generalized tools.
Brett J. Gilbert (@55cards): “Word of the day: Authenticity. The best games require this, I think, more than anything else to succeed. Question: What is it?”
Lukasz M. Pogoda (@LMPogoda): “Unique mix of new and reused ideas, atypical blend of mechanics and theme, a sincere proof a designer tried to deliver something new”
One designer’s path illustrates how much of the board game industry works:
http://penny-arcade.com/report/editorial-article/how-a-board-game-is-born-prototyped-and-ultimately-sold-the-story-of-crows
On imbalance as a pre-requisite for interesting negotiation in games:
http://paintedwoodencubes.com/2012/07/11/balance-issues/
Gen Con 2012 will feature a playtest area for prototype testing:
http://us1.campaign-archive2.com/?u=2f77d2f8c77398c0b064223ba&id=ef381ea5d4#three
Application form: http://community.gencon.com/files/folders/pmg/entry324634.aspx
Policies: http://community.gencon.com/files/folders/pmg/entry324633.aspx
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
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
A Discourse on Gaming: Random Elements: Dice vs. Cards→
/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/
