A.J. Porfirio (@VanRyderGames) shares his top 10 lessons learned from Kickstarting If I’m Going Down…
http://boardgamegeek.com/blogpost/13603/the-if-im-going-down-kickstartermy-top-10-lessons
Tips & Resources for Board Game Designers
A.J. Porfirio (@VanRyderGames) shares his top 10 lessons learned from Kickstarting If I’m Going Down…
http://boardgamegeek.com/blogpost/13603/the-if-im-going-down-kickstartermy-top-10-lessons
A looong list of gaming conventions. Get your prototypes ready.
A look at some transport-themed games and how they contributed to the development of the board game hobby:
http://fellonmyhead.blogspot.com/2012/09/focus-on-theme-transport-business.html
The guys from Flip the Table (@tableflipsyou) stop by Building the Game (@podcastBTG) to discuss ways to make reviled game facets–like roll-and-move, licensed products and DVDs–work:
http://www.buildingthegamepodcast.com/2012/09/23/episode-17-interview-with-flip-the-table/
“The single hardest lesson I learned is not letting perfectionism become a roadblock to success.”
“Sometimes it is a game with tough, meaningful decisions. Sometimes it is one that encourages player interaction. Above all, a great board game is one that rewards players with a memorable experience, which can be found in many forms, and leaves them wanting more.”
Doug Bass of Meridae Games (@MeridaeGames) discusses self-publishing, auction mechanisms, perfectionism, playtesting challenges, what makes a great game and more:
“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 (Shadows Over Camelot, Cargo Noir) talks about designing for the public, collaboration, set collection, deduction and more, in an interview on MeepleTown (@MeepleTown):
http://meepletown.com/2012/09/game-designer-interview-serge-laget/
Aldo Ghiozzi, CEO of Impressions, visits the Funding the Dream podcast to discuss publishing numbers and how many copies an average board game sells:
Story Realms co-designer Angie Hickman talks with Richard Bliss (@gamewhisperer) about setting up a social-media strategy ahead of her Kickstarter project:
The designers of Revolver 2 discuss their working relationship, playtest dynamics, icons, modern sensibilities, the economics of publishing and more:
http://boardgamegeek.com/blogpost/12473/designer-diary-revolver-2-~-last-stand-at-malpaso
How to Make Money With Your Game Design
Presented by Keith Meyers at Snakes & Lattes in Toronto on Sept. 30, 2012
What do Kickstarter’s new guidelines for project creators mean for board games?
Some answers from Richard Bliss (@gamewhisperer):
and Daniel Solis (@DanielSolis):
http://danielsolisblog.blogspot.com/2012/09/risk-and-renders-kickstarter-is-not.html
Xavier Lardy (Haunted/Phantom) shares advice on analyzing games, observing playtesters, finding a target audience and more:
http://news.thegamecrafter.com/post/31910763833/xavier-lardy-inducted-into-hall-of-fame
This is a link to the designer call for our upcoming event at RinCon in Tuscon, Arizona. We’re still looking for game designers to bring their prototype games to the event! Pass the word along.
What components, themes, complexity levels, and marketing tactics should you use to reach your game’s target audience?
http://hyperbolegames.com/2012/09/18/building-towards-the-target/
“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.”
Korea Boardgames’ Card Game Design Contest
Deadline: Oct. 10, 2012
Prizes: up to $1,000
http://boardgamegeek.com/thread/858053/2012-kbg-design-contest-card-games
More Solutions to Naked Aggression
http://www.mechanics-and-meeples.com/2012/09/17/naked-aggression-solutions-viticulture/
A response to:
http://cardboardedison.tumblr.com/post/30321993099/totally-uncontrolled-aggression-can-unbalance-a