“Just as with sport, the drama in a good board game is not created by focusing on the “referee”–or rules–of the game, but can only really happen when the rules take a back seat to the gameplay.”
— Jeffrey D. Allers
“Call all the local game stores in your town and find out which ones have a “board game night” and then go to it. Having a community of game-lovers at the ready that gather on a regular basis makes playtesting with a wider range of individuals a whole lot easier.”
— Ian Steadman, G.U. Games
“Consider submitting to a publisher if only to hear their feedback and consider it. The publisher’s feedback is more often valid than not.”
— Richard Garfield
“Go the extra mile and really get a diverse set of independent playtesters. Be aware that even feedback from people you don’t view as being in the target market can positively influence your game.”
— Richard Garfield

Galen Ciscell, designer of Atlantis Rising, shares some lessons learned about working with a publisher on his game’s artwork and components:

If you find yourself doing the art direction for your game, know what you want ahead of time, communicate that clearly to your artist both verbally and, if possible, visually, and work with your artists from the beginning to realize your vision.

Be willing to adapt and experiment with new ideas you hadn’t considered. Publishers and artists know the business and know what is doable and what could be improved!

http://boardgamegeek.com/blogpost/12580/designer-diary-atlantis-rising-or-how-atlantis-ros

“My advice to creators who want to develop their talent is to spend a lot of time making games. Invent game, throw away, repeat.”
— James Earnest (@cheapassjames)

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/

“Get the game on the table. You can tweak the rules forever, but it’s meaningless unless you print the game and play it.”
— Benjamin Rosset (@BenjaminRosset), designer of Mars Needs Mechanics

Brittania designer Lewis Pulsipher (@lewpuls) gave a wide-ranging two-hour talk at the recent World Boardgaming Championships, covering topics including:

  • the way the industry is set up and how it’s changing
  • the working processes of board game designers
  • what makes a good game
  • variety vs. replayability
  • licensing contracts
  • intellectual-property law

http://pulsiphergames.com/teaching1.htm

Direct link to mp3: http://pulsiphergames.com/presentation/Lew%20Talk%20at%20WBC%202012.mp3