Sometimes, in the quest for elegant simplicity, designers over-abstract to the point where the game is actually harder to grok.
— Eric Lang (@eric_lang)

AEG seeks games set in Tempest, a fictional city-state whose characters will inhabit board games that the company is soliciting from designers.

Todd Rowland (@toddrowland) explains on The Little Metal Dog Show (@idlemichael):

http://littlemetaldog.com/2012/07/13/episode-43-salutempest/

SEE ALSO: AEG’s Tempest Designer Resource page: http://www.alderac.com/tempest/designer-resource/

Me being stuck on a design is the game’s way of telling me that I am not going in the right direction.
— Brenda Garno (@br)
The longer your game, the more devastating a land mine luck can be if it takes away player empowerment. Use luck, yes, but use it wisely.
— Flip the Table (@tableflipsyou)
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)