Some advice for dealing with contradictory feedback from playtesters:
http://www.reddit.com/r/tabletopgamedesign/comments/12epqb/advice_on_taking_playtesting_advice/
Tips & Resources for Board Game Designers
Some advice for dealing with contradictory feedback from playtesters:
http://www.reddit.com/r/tabletopgamedesign/comments/12epqb/advice_on_taking_playtesting_advice/
Ideas for overcoming designer’s block:
http://www.reddit.com/r/tabletopgamedesign/comments/12fjsl/when_the_idea_store_runs_dry/
Some places to find professional playtesters–and a few words of warning about them:
http://boardgamegeek.com/thread/878872/is-there-a-market-for-professional-playtesters-org
Designers and publishers are invited to a late-stage playtest session at this year’s BGG.CON:
Story Realms creators Angie Hickman Newnham and Julian Leiberan-Titus discuss how to get players hyped up for your game, having the right attitude while playtesting, the importance of collaboration and more:
Lewis Pulsipher (@lewpuls) looks at economic production cycles in games:
http://pulsiphergamedesign.blogspot.com/2012/11/the-economic-production-cycle-in-games.html
A new website, GameFunders, promises to offer “a better place to fund games than Kickstarter”:
Board Game Design Forum’s November 2012 Game Design Showdown
Theme: “Crossover Appeal”
Deadline: Nov. 9, 2012
A new website, TableTested.com, is accepting games for review:
Eric Lang, the designer of Star Wars: The Card Game, discusses how to create a “cinematic experience” in a card game:
“Make a game for yourself and you’ll be more successful.”
Once a month, we put together a list featuring the board game design posts that we found the most useful.
October was a slow month overall, but there were still plenty of excellent tips and resources to be found. Here are our favorites:
“Theme matters but is mutable. Don’t let your mechanics suffer for your theme. Iterate toward symbiosis.”
“You’re the worst person to judge the complexity level of your game because you grew up with it.”
“If you have to bribe your testers to play your game, maybe you shouldn’t finish that one.”
“Note to self: Include multiple copies of the rules when submitting prototypes.”
Carlos Moreno Serrano, the designer of Kalua, discusses commissioning artwork, writing rules, dealing with manufacturing delays and more:
http://boardgamegeek.com/blogpost/1255/designer-diary-kalua-from-the-tundra-of-self-publi
Google+ Hangout on Indie Game Design
Monday, Oct. 29, 7PM-9PM EST
http://danielsolisblog.blogspot.com/2012/10/indie-game-design-panel.html
Geoff Engelstein (@gengelstein) on how to raise game-designer children:
“Play lots of games. We started playing games with them at an early age, taking them to cons, and just introducing them to that world. … It’s been nice to show the kids that you can have a project, sketch it on a piece of paper, and turn it into a product on store shelves that people can buy. It’s a great lesson to show them that this sort of thing is possible in your life, whether you want to design a game, write a book, etc. You don’t have to wait for something to fall in your lap, you can just go ahead and do it.”
Raph Koster (@raphkoster) revisits his “Theory of Fun” 10 years later