Three ways to promote your Kickstarter campaign, on Funding the Dream (@FundTheDream):
75 board game ideas, free to use or peruse for inspiration:
http://overboardblog.wordpress.com/2012/10/22/75-board-game-ideas-in-tweets/
Reaffirm your motif: Do one thing and do it well:
http://exampleofplay.wordpress.com/2012/10/22/game-design-secrets-2-reaffirm-your-motif/
The Tao of Board Gaming III - Chapter VIII. The True Nature of the Award
http://www.mechanics-and-meeples.com/2012/10/22/the-tao-of-board-gaming-iii/
Flowcharts for what makes a decision interesting:
http://www.dinofarmgames.com/forum/viewtopic.php?f=5&t=187&p=930
HT Keith Burgun (@keithburgun)
The Ludology podcast analyzes the pick-up-and-deliver genre:
http://ludology.libsyn.com/ludology-episode-42-speedy-delivery
Viticulture co-designer Jamey Stegmaier (@jameystegmaier) crunches the numbers to learn where his Kickstarter backers came from and make conclusions about how to reach them:
http://stonemaiergames.com/2012/10/16/how-to-overfund-your-kickstarter-campaign-part-1/
Why your actions are more important than your intentions. A warning for new game designers from Lewis Pulsipher (@lewpuls):
http://pulsiphergamedesign.blogspot.com/2012/10/intentions-versus-actions-in-game.html
Win the chance to pitch your game on the Building the Game podcast
Deadline: Oct. 31, 2012
Unpublished game designers can email BTGcontest@gmail.com saying why you deserve the chance to pitch your game
Full contest rules at the 29-minute mark:
http://www.buildingthegamepodcast.com/2012/10/14/episode-20-aint-no-shame-in-a-contest/
An open offer to answer your game probability questions:
http://boardgamegeek.com/thread/869326/post-probability-questions-here
Joshua Balvin (Oktoberfest, Salem) shares what he’s learned about the process of designing board games:
- Don’t get attached to your game/mechanics.
- When you think the game is done… think again.
- Be willing to let go of a game idea.
- Learning the process takes time and rigor.
- Keep playing new games and have discussions about what worked/didn’t work and why.
- Remember why you’re doing it.
Read the full post here:
http://boardgamegeek.com/thread/867790/followup-to-design-a-board-game-part-2
A simple exercise to inspire creative thinking about your components:
http://boardgamegeek.com/blogpost/13848/game-design-101-a-few-card-tricks
Cardboard Edison's Favorite Tips & Resources - September 2012
/Here’s our monthly roundup of the board game design tips and resources that we’ve found the most useful.
This month, we’ve got guides for navigating the industry, surviving the design process, pitching potential publishers and more.
- “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
- “The single hardest lesson I learned is not letting perfectionism become a roadblock to success.” - Doug Bass
- “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
- James Ernest on the biggest obstacle to becoming a game designer
- “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 Leget
- What components, themes, complexity levels, and marketing tactics should you use to reach your game’s target audience?
How to Make a Good Expansion–tips from a designer of Alcatraz:
http://boardgamegeek.com/blogpost/12605/designer-diary-alcatraz-maximum-security-or-how-to
SEE ALSO:
http://cardboardedison.tumblr.com/post/30466346166/some-principles-for-creating-an-expansion-from
http://cardboardedison.tumblr.com/post/19177839103/lessons-learned-designing-an-expansion-by
