“The most important thing that I have learned is that you can absolutely NEVER predict the reaction of the public! So, it’s important to never forget this and to continue designing with your own pleasure in mind.”
— Serge Laget
“My most given advice on balancing is to not lose track of beginner and intermediate levels of player – that is – a game can be perfectly balanced for the top level player, but if the beginners don’t have fun with it there will be no top level players.”
— Richard Garfield

Michael Harrison (@oldbie):

“At the Independent Board Game Survival Guide with @dicehateme @DanielSolis and Dan Yarrington. #EscapistExpo

"How to approach a game publisher? Go to conventions, be friendly, give a killer elevator pitch. If they want to play, even better.

"Know the publishers. Don’t pitch a gross zombie game to a family-friendly publishing company.

"It goes without saying that you should also know the games that the company publishes. Play them. Don’t pitch clones.

"Communities like @CartrunkEnt’s Unpub are great for getting unbiased feedback on your game. http://unpub.net”

Quick tips for things to consider when testing for balance:

  • Take notes throughout, but act upon the final result.
  • Good balance isn’t just fairness, but an approximately equal set of choices.
  • Always keep your design goals in mind.
  • Test with the same data before making changes.
  • Balance testing cannot truly begin until the mechanics are completed.

http://hyperbolegames.com/2012/09/14/balance-testing/

“When you do a game, you just take a little bit of life and just put it on the board. The better life experience you have, I think the better game designer you will be.”
— Antoine Bauza (@toinito)