Designers panel from Unpub 3
Tips for creating your Kickstarter project video:
http://stonemaiergames.com/2013/01/23/kickstarter-lesson-6-the-project-video
James Mathe of Minion Games (@MinionGames) answers many of the most common questions that new designers have:
http://www.jamesmathe.com/myth-busters-board-game-designers-episode/
The designers of The Lord of the Rings Dice Building Game–Brett Myers (@brettspiel) and Jeph Stahl (@BoardGameBrewer)–discuss collaboration, deck (and dice) building, working with an existing property and more:
http://www.boardgamegeek.com/blogpost/16456/the-lord-of-the-rings-dice-building-game
An extensive glossary of terms used in board gaming and game design:
http://islaythedragon.com/guides/guide-to-gaming-what-do-all-these-terms-mean/
So you want to start a board game company? James Mathe of Minion Games (@MinionGames) gives the 10,000 foot view of what it takes to make a hobby board game these days:
http://www.jamesmathe.com/10000-feet-to-publishing-a-board-game/
What defines “the board”? Lewis Pulsipher (@lewpuls) discusses the possibilities:
http://pulsiphergamedesign.blogspot.com/2013/01/trying-to-define-board.html
A comparison of several image-editing software options from the perspective of a board gamer:
http://boardgamegeek.com/blogpost/16414/comparing-and-contrasting-image-editting-software
When can “punish the leader” situations work in a design? A BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/918189/leading-player-directly-punished-by-other-players
Advice From Designers & Publishers at Unpub 3
/At the Unpub 3 event in Delaware this past weekend, panels of experienced designers and publishers offered lots of advice for aspiring designers.
Daniel Solis (@DanielSolis) did a great job of picking out some of the best quotes. These are from the designers panel:
- “I sent a rule book to the publisher, pic of the game, explained what set it apart and why it fit their catalog.”
- “Go to cons. Schedule meetings ahead of time. Publishers are very approachable. Be persistent, but not pushy, no more than 30min.”
- “You first have to tell yourself it’s going to be published. Going to cons lets you have best chance to go viral and get lucky.”
- “You don’t have to be a graphic designer or buy art for your prototype. Publishers can see the potential.”
- “If I could go back in time, I’d reassure myself that my first game will suck but it’s a long process.”
- “Don’t overreact. I had one game go bad because of one mechanic and completely revamped it, which ended up failing worse.”
- “Find the interesting decision players are making and strip away everything else. Simplify, simplify. And remind yourself of that.”
- “1hr of play testing with other people is worth 10 alone in front of your computer. Got an idea? Get it to the table fast.”
- “Look at negative comments as an opportunity if you get the same feedback over and over.”
- “Ignore the BGG comments, especially if they haven’t played. You *should* care about the face-to-face comments and from this event.”
- “Don’t ask ‘do you like it?’ Instead ask specifics, 'when x happens, what about that?’ 'Hows the length?’”
And these come from the publishers panel:
- “Polish your game as much as possible before submission. Don’t change it while being evaluated.”
- “When you ask a publisher, you’re asking for time and energy - both are limited supply. Don’t waste either with unfinished pitch.”
- “You can TM a name, art, but not your game. Also It’s costly and unnecessary… And patents are only worth the money you have.”
- “TtR [Ticket to Ride] wasn’t just a success for its design, but marketing, etc. The publisher does that. Value and respect that contribution.”
- “Of all industries where you can steal an idea, the game industry is probably the least valuable. No one wants to steal your idea.”
- “Even if someone does want to steal your idea, you’re already months and years ahead of them.”
- “If you want to publish, do it, but know you probably won’t have time to design any games. Know that before you go to KS.”
Some lessons–learned the hard way–for researching existing trademarks before publishing your game:
http://boardgamegeek.com/thread/916218/picking-a-name-for-your-game-heres-something-you-m
Where do board game designers congregate online?
http://boardgamegeek.com/thread/916904/outside-of-bbg-where-do-you-connect-with-other-des
