“Totally uncontrolled aggression can unbalance a game and unbalance a social environment alike.”
The problem with naked aggression by players, and how to contain it:
http://www.mechanics-and-meeples.com/2012/08/27/the-problem-with-naked-aggression/
Tips & Resources for Board Game Designers
“Totally uncontrolled aggression can unbalance a game and unbalance a social environment alike.”
The problem with naked aggression by players, and how to contain it:
http://www.mechanics-and-meeples.com/2012/08/27/the-problem-with-naked-aggression/
“A couple iterations of prototypes are well worth the investment. They give you the opportunity to work out the fine details and minor kinks that make all the difference between a passing fancy and a really successful game.”
Do’s and don'ts for creating modern rule books. Chris Kirkman (@dicehateme) visits the On Board Games podcast (@OnBoardGames):
http://onboardgames.libsyn.com/webpage/obg-88-the-rules-of-rules
Want to get your game playtested… in Denmark?
http://boardgamegeek.com/thread/844234/got-game-go-to-denmark
Registration is now open for Cartrunk Entertainment’s 2012-2013 Unpub program:
http://us4.campaign-archive.com/?u=555654fce7a68d736c015d4ec&id=e1724ad618
Once a month, we go back through all of the board game design tips and resources we’ve found to pick out the most useful of the bunch.
Here are our picks for July 2012:
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