Game design by restrictions: Ways to boost creativity by restricting your game’s concept
http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-DesignByRestriction
Tips & Resources for Board Game Designers
Game design by restrictions: Ways to boost creativity by restricting your game’s concept
http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-DesignByRestriction
Why scalability is important, how to test for it, and ways to achieve it:
http://hyperbolegames.com/2012/08/13/the-importance-of-scalability/
Eric M. Lang (@eric_lang) of Fantasy Flight Games on essential knowledge for game creators, inspiring player interaction, “feeling awesome” and understanding your core motivation:
Board game industry players answer the question: What makes a great game?
http://goforthandgame.com/2012/08/12/what-makes-a-great-game/
http://goforthandgame.com/2012/08/22/what-makes-a-great-game-part-2/
There were 47 different answers to the question “What makes a game great?”. The element that showed up most was hard decisions/meaningful choices. Nineteen percent of my guests felt that this was essential for a game to be considered great. The next most mentioned aspect of a great game was a three-way tie between 1) many paths to victory 2) a sense of story 3) depth that can be explored all coming in with 8% of my guests mentioning these aspects.
“Have dreams. Have courage to follow these dreams. Do your games. You don’t need to have big budget. You don’t need to have 20 people crew. You don’t need anything except passion and will to fight. Fight for your success. It is at your fingertips.”
When and how should board game designers include a geographical element in their designs? A Ludology podcast discussion:
http://www.ludology.libsyn.com/webpage/ludology-episode-38-you-are-here
The theme for the August 2012 24-hour game design contest is “harvest”:
http://boardgamegeek.com/thread/836488/24-hour-contest-august-2012
Advice from Jason Kotarski (@jasonkotarski), designer of The Great Heartland Hauling Co.:
1. Let your life lead you to inspiration. Don’t try to force ideas that don’t fit.
2. Creating boundaries creates possibilities that help you engage fully in what you want to do. Saying no to some things allows you to say yes to the best things!
3. Don’t just consume. Create and contribute. Find your own way to make your mark on the worlds that you love.
4. Simplicity does not have to equal boredom. Make room for decisions in the midst of simplicity.
5. Work hard. Love what you do. Make the most of what you’ve got.
http://boardgamegeek.com/blogpost/12285/designer-diary-the-great-heartland-hauling-co
“Set the game aside from time to time and come back to it after a break. You will be surprised with all the new ideas and insight your subconscious mind will develop.”
“Exceptions-based games are defined by their components’ ability to break the rules. When people try to create immutable rules sets to “contain” them, it fights against the game’s nature. Why fight nature?”
Hyperbole Games (@HyperboleGames) is becoming a publisher
http://hyperbolegames.com/2012/08/02/the-gift-of-independence/
Professional-looking prototype creation: Tips and equipment recommendations from Ted Alspach
http://opinionatedgamers.com/2012/08/02/professional-looking-prototype-creation/
Printable PDF to organize all the vital information for a new game design:
http://boardgamegeek.com/thread/835906/initial-design-sheet-what-do-you-think
August 2012 Game Design Showdown, by the Board Game Designers Forum
Theme: Create a game that increases significantly in scope from beginning to end
Deadline: August 8, 2012
What are the eight most important parts of a game?
http://boardgamegeek.com/thread/835879/ranking-the-eight-most-important-parts-of-a-board
Some tips for exhibiting at a convention:
An open offer to translate your board game into French for free:
http://boardgamegeek.com/thread/835384/free-french-translation-services-for-games-develop
Mashup Game Design & Artwork Contest
A fun game-concept contest using mashed-up names from the BoardGameGeek database
Deadline: Sept. 1, 2012
Prizes: Geek Gold
http://boardgamegeek.com/thread/835311/mashup-game-design-artwork-contest
Depth, breadth, span and volume in games:
http://fellonmyhead.blogspot.com/2012/07/depth-breadth-span-and-volume.html
“Sometimes, in the quest for elegant simplicity, designers over-abstract to the point where the game is actually harder to grok.”