A BoardGameGeek forum discussion about creating games with traitors:
http://boardgamegeek.com/thread/895374/lets-talk-traitors-the-resistance-battlestar-galac
Tips & Resources for Board Game Designers
A BoardGameGeek forum discussion about creating games with traitors:
http://boardgamegeek.com/thread/895374/lets-talk-traitors-the-resistance-battlestar-galac
The Milwaukee extension of the Protospiel playtesting event takes place next year on March 9-10, 2013:
Eric Zimmerman (@zimmermaneric) joins the Ludology podcast to discuss the phenomenon of emergence in games–complex behavior emerging from simple rules–and how to achieve it in your designs:
“Ask yourself two things… what’s the point, and who cares? In other words, get right to the heart of the matter, and always always always remember your audience.”
The Game Crafter’s Map Builder Design Challenge
Deadline: March 1, 2013
Prizes: Game Crafter points, credit, etc.
http://news.thegamecrafter.com/post/37402374169/map-builder-design-challenge
The horror of card game design:
http://exampleofplay.wordpress.com/2012/12/05/the-horror-of-card-game-design/
Here’s our regular roundup of the most valuable tips and resources for board game designers that we’ve found over the past month.
This month’s list features advice for the design process, playtesting, game design theory, publishing and more. Enjoy!
The virtues (and sins) of using dice in games, by Lewis Pulsipher (@lewpuls):
http://pulsiphergamedesign.blogspot.com/2012/12/the-virtues-and-sins-of-using-dice-in.html
Alan R. Moon on redesigning a previously published game:
When I redesign a game, my objective is for the new version to be both familiar and different at the same time. I want the players who liked the original to like the new game as much or more, but I want them to have a different experience too.
http://meepletown.com/2012/12/game-designer-interview-alan-r-moon/
“I long ago learned that you can’t call a game educational if you want anyone to think it’s fun. You have to let the educational part sneak up on the players.”
Paul Owen (@PaulOwenGames) discusses forging relationships with publishers, setting the players’ “decision space,” using social media and more:
http://bellwethergames.com/featureddesigners/201-paul-owen-interview.html
A brainstorming exercise for game designers: Using Wikipedia to generate novel game themes:
http://boardgamegeek.com/thread/892541/just-come-up-with-a-new-theme-already-fun-exercise
Where are the new game mechanisms?
http://goforthandgame.com/2012/11/29/question-of-the-month-where-are-the-new-game-mechanisms/
“Steal blatantly from other games during playtest, then let it become its own thing.”
“Your game begins as a rough rock. Submerge it in playtesting. It will be smoothed into its final shape.”
An open offer to write flavor text for your game or edit its rules:
http://boardgamegeek.com/thread/890995/flavour-text-writer-rules-reader
“There’s no set of rules so small that someone won’t misread it anyway.”
Daniel Solis (@DanielSolis) visits the G*M*S Magazine podcast (@gmsmagazine) to discuss open design, observing playtesters, art vs. craft and more:
http://www.gmsmagazine.com/podcasts/the-gms-magazine-podcast-episode-70-with-daniel-solis
Need some sturdy square tiles? The BoardGameGeek designers forum knows where you can get them: