Raph Koster (@raphkoster) revisits his “Theory of Fun” 10 years later
Why does it take publishers so long to respond to designers? Designer Lewis Pulsipher (@lewpuls) explains by describing the state and setup of the board game industry:
http://pulsiphergamedesign.blogspot.com/2012/10/can-we-characterize-tabletop-game.html
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Unpublished game designers can email BTGcontest@gmail.com saying why you deserve the chance to pitch your game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
