Game designers need to have courage to throw ideas to the bin and start right from the beginning. 



That what game design is - no mercy.

— Ignacy Trzewiczek (@trzewik)

James Ernest (@cheapassjames) on the biggest obstacle to becoming a game designer:

There are two definitions of “game designer.” They are “creator” and “developer” or maybe “inventor” and “refiner.” These are both important jobs and you don’t usually find them both in the same person.

“Refiners” need their adult brains turned on. They need to be critical, ask questions, test, and fix broken games. As such, people who tend to live in their adult mode all the time make better refiners.

“Inventors” need their adult brains to shut up. When you’re making something new, everything needs to be awesome. You need to stop second-guessing every spark before you manage to light the fire. You need to stop fixing the leaks before the ship is built. So people who can think with their child brains make better Inventors.

I’d say the biggest obstacle to your becoming a well-rounded game designer is your natural tendency to spend all your waking life thinking with your adult brain.

http://www.reddit.com/r/IAmA/comments/zq14c/im_james_ernest_president_of_cheapass_games_and/c66rnwz

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/