Designers: Use band-aid rules sparingly. Remember, we have the power to reverse time and prevent the boo-boo from ever happening.
— Stephen Glenn (@spielfriek)
Too many games spread themselves thin to broaden their appeal. In a marketplace glutted with choice, specialization is key.
— Eric Lang (@eric_lang)
I won’t be the first to say it, but I’ll say it again as it’s worth mentioning: Only pitch to people who care to hear it. Pitch to the right publishers.
— Grant Rodiek (@HyperboleGames)
To only know publishing through Kickstarter could destroy a company that knows no other way.
— A.J. Porfirio, Van Ryder Games (@VanRyderGames)
Good mechanics don’t make a good game, but poorly implemented mechanics will ruin a game without exception.
— Brad Talton, Level 99 Games (@Level99Games)
Any time you can make the tension in your game revolve around the guy across the table, you’ve done something essential. You’ve turned a cardboard puzzle into a shared experience.
— Kevin Spak (@Captain_Spak) and Sam Liberty (@SA_Liberty)
Don’t invent just to invent a game. A good idea that you can see through to the end will come when it is ready.
— Casey Grove, designer of The Big Fat Tomato Game