“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)

Made for Play: Board Games & Modern Industry

“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

Sam Liberty (@SA_Liberty) and Kevin Spak (@Captain_Spak) discuss “What is fun?” at TEDxBoston