“If you want to go fast, work alone. If you want to go far, work with someone else.”
Friday is the deadline for The Game Crafter’s Steampunk Design Challenge:
http://news.thegamecrafter.com/post/26404680048/steampunk-design-challenge
Some principles for creating an expansion, from Scott Caputo (designer of Kachina/Völuspá):
- It has to be desirable.
- It has to feel like part of the original game.
- It cannot make the game feel overly long.
- The new [components] have to work well together.
- It needs to allow for more planning.
http://boardgamegeek.com/blogpost/12929/designer-diary-voluspa-or-how-a-native-american-su
SEE ALSO:
Lessons learned designing an expansion, by Grant Rodiek (@HerrohGrant):
http://cardboardedison.tumblr.com/post/19177839103/lessons-learned-designing-an-expansion-by
Special considerations when designing and publishing solo games:
http://boardgamegeek.com/blogpost/12931/designing-solo-games-a-fools-errand
Unpub Protozones by Cartrunk Entertainment (@CartrunkEnt) headed to conventions in N.C., Arizona, Maryland, N.J. & Michigan:
http://us4.campaign-archive.com/?u=555654fce7a68d736c015d4ec&id=707174f2bd
What is your paper of choice for making prototype cards? Tips from the BoardGameGeek design forum:
http://boardgamegeek.com/thread/848147/what-is-your-paper-of-choice-for-making-prototype
SEE ALSO:
http://cardboardedison.tumblr.com/post/20806040669/what-to-use-for-prototype-cards-some-ideas-on
Uwe Rosenberg discusses self-publishing, making good game expansions, the worker-placement mechanism and more in an interview on MeepleTown:
http://meepletown.com/2012/08/game-designer-interview-uwe-rosenberg/
A roundup of Kickstarter advice. Top of the list: Don’t pay for Kickstarter advice.
http://gmskarka.com/2012/08/27/insurgent-creative-never-pay-for-kickstarter-consulting/
“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/
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
Cardboard Edison’s Favorite Tips & Resources – July 2012
/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:
- What’s a realistic goal for making money in the board game industry?
- A solid overview of the history of board games, the current industry, design process, theory and more, from Jeffrey D. Allers
- A wide-ranging interview with Richard Garfield
- “Failed designs are part of the process, so don’t get discouraged if it doesn’t work!”
- “Making games is like sports or music, you have to practice and you really need to beware of what’s been done already if you want to be the best.”
- “Look at the games you like, and see what works, and what doesn’t work. Sharp analytical skills are a game designer’s best tool.”
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/
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.
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
