Free Webinar: Mastering Kickstarter and Crowdfunding
Sept. 18, 2012, at 9:00 AM PDT
http://www.thegamewhisperer.com/2012/09/mastering-kickstarter-and-crowdfunding-webinar.html
Tips & Resources for Board Game Designers
Free Webinar: Mastering Kickstarter and Crowdfunding
Sept. 18, 2012, at 9:00 AM PDT
http://www.thegamewhisperer.com/2012/09/mastering-kickstarter-and-crowdfunding-webinar.html
Answering the question: “What will a player do on his or her turn?”
Pros and cons for the different options:
Part 1: http://hyperbolegames.com/2012/09/06/disorderly-conduct/
Part 2: http://hyperbolegames.com/2012/09/06/disorderly-conduct-part-2/
“My advice to creators who want to develop their talent is to spend a lot of time making games. Invent game, throw away, repeat.”
Some semi-serious advice from Aaron Weissblum, co-designer of San Marco and other games:
Make sure you have lots of friends that really like you and are willing to spend many hours testing crappy games.
Play lots of games! When you love a game ask yourself why. When you almost love a game ask yourself what’s missing.
Quit your day job. Recent research indicates that fewer than half of people with day jobs are successful game designers.
http://www.otb-games.com/inventor-of-the-month-aaron-weissblum/
Some panels at Escapist Expo that might interest board game designers:
http://danielsolisblog.blogspot.com/2012/09/ill-be-at-escapist-expo.html
Top 6 tips for inventors on presenting a toy or game
Some unexpected pitch advice from a veteran of Fisher-Price, Tyco and Hasbro:
What should be on the box?
http://www.bgdf.com/node/7021
Board Game Design Forum’s September 2012 Game Design Showdown - “I Spy”
http://www.bgdf.com/node/7026
“Get the game on the table. You can tweak the rules forever, but it’s meaningless unless you print the game and play it.”
The Game Crafter’s Co-Op Design Challenge
Design an original co-op game
Deadline: Nov. 15, 2012
Prizes: Game Crafter points and store credit
http://news.thegamecrafter.com/post/30873081565/announcing-the-co-op-design-challenge
The Ludology podcast discusses the much-maligned roll-and-move mechanic, including its history and whether it has a place in modern strategy games:
http://ludology.libsyn.com/webpage/ludology-episode-39-roll-and-move
Brittania designer Lewis Pulsipher (@lewpuls) gave a wide-ranging two-hour talk at the recent World Boardgaming Championships, covering topics including:
http://pulsiphergames.com/teaching1.htm
Direct link to mp3: http://pulsiphergames.com/presentation/Lew%20Talk%20at%20WBC%202012.mp3
Every month, we round up our favorite tips and resources for aspiring board game designers to create a monthly best-of list.
Here are our picks for August 2012:
Most important cautions for novice game designers, by Lewis Pulsipher:
http://pulsiphergamedesign.blogspot.com/2012/09/seven-years-and-million-dollars.html
“HOW DO I GET A GAME PUBLISHED?” in 17 Tweets. I’m sorry, I mean “Steps.”
By John Kovalic (@muskrat_john)
STEP 1: Make a playable prototype of your game.
STEP 2: Playtest the HELL out of it. Not just with family and friends. Most importantly, with people with no vested interest in your sanity.
STEP 3: Keep playtesting it.
STEP 4: No. Seriously. KEEP PLAYTESTING THE DAMN THING, until you’re SICK of it. Then playtest some more.
STEP 5: Go to gaming conventions. Talk with people who own companies. Ask them about their submission process. Buy them beers.
STEP 6: Hey! Look! There’s some free time! Just right for some more PLAYTESTING!
STEP 7: Work on more prototypes to send to companies. Make these the best you can.
STEP 8: Unless you want to FOUND your own gaming company.
STEP 9: YOU DO NOT WANT TO FOUND YOUR OWN GAMING COMPANY!
STEP 10: Is it a day ending in “Y”? Time for more playtesting.
STEP 11: Send out your prototypes. Follow the companies’ submission guidelines TO THE LETTER.
STEP 12: No. Really. TO THE LETTER! If you can’t follow THEIR rules, why should they trust yours?
STEP 13: Be prepared for rejection. Do not let rejection break you.
STEP 14: Accept some of the criticism. It’s nothing personal. Some may be hooey, but some may do you good.
STEP 15: Do not get defensive. NO, JUST DON’T. Send out polite, professional “Thank you"s. Hope they are willing to keep in touch.
STEP 16: Send out more prototypes. Set up more playtests. Did someone say "PLAYTESTS”?
STEP 17: Repeat until you get accepted, or start working on your next game.
“Focus is the key to move from someone with a great game idea to a game designer with a great game.”
2013 Ion Award Game Design Competition
Deadline: Nov. 30, 2012
Entry fee: $10
http://boardgamegeek.com/thread/849628/2013-ion-award-game-design-competition
Some tips for creating a print-and-play version of your game, from the BoardGameGeek design forum:
http://boardgamegeek.com/article/9950854#9950854
SEE ALSO:
http://cardboardedison.tumblr.com/post/20879731110/miscellaneous-tips-for-creating-a-print-and-play
Demoing your game: tips from the BoardGameGeek design forum
http://boardgamegeek.com/thread/848459/demoing-a-game-looking-for-advice