Tips for setting reward levels for your Kickstarter project:
http://stonemaiergames.com/2013/02/03/kickstarter-lesson-8-reward-levels/
Tips & Resources for Board Game Designers
Tips for setting reward levels for your Kickstarter project:
http://stonemaiergames.com/2013/02/03/kickstarter-lesson-8-reward-levels/
āLearning to sort the essential from the non-essential is key. You can add all the bells and whistles you want to your design, but if it isnāt fun when boiled down to the core ideas, it isnāt going to be better just because you add more.ā
Seven principles for making the most of a convention as a designer:
February 2013 Game Design Showdown - “Class-ic Civilization”
Deadline: Feb 8
Restrictions: Design a civilization-building game that can be played by students through their coursework
āMake sure it’s fun. A designer can fall into a trap of working on something that the designer thinks is interesting, but that ends up not actually being fun.ā
āIf you don’t have a passion for design, you’ll end up as a game idea generator rather than an actual game designer. You have to be able to actually build prototypes and test them and build new prototypes and test more.ā
David Heron joins the Board Game Design Round Table podcast to discuss the pros and cons of collectible card games, deck-building games and more:
http://www.buzzsprout.com/7928/75107-12-ccgs-dominion-with-david-heron
Once a month, we gather the tips and resources for board game designers that we found the most useful and share them again.
The new year is off to a strong start, with meaty posts about playtesting, the game design process and more, plus great material from a recent unpublished-games festival.
Cartrunk Entertainment’s recent Unpub 3 event yielded a wealth of great advice for designers:
Hobby Game Designer Compendium, Part I
Nate Straight examines the games of several prominent designers in an attempt to define their individual styles. What separates a “Feld game” from a “Knizia game” or a “Wallace game”?
http://boardgamegeek.com/blogpost/16583/hobby-game-designer-compendium-part-1-the-great-g
How to use playtesters’ feedback:
A lengthy post from Lewis Pulsipher (@lewspuls) examining player frustration:
http://pulsiphergamedesign.blogspot.com/2013/01/much-of-game-design-is-managing-and.html
A massive post from James Mathe of Minion Games (@MinionGames) covering all aspects of creating, running and fulfilling a board game Kickstarter project:
Shipping: “the fastest way to go bankrupt on Kickstarter”
http://albinodragon.com/shipping-call-it-the-fastest-bankrupt-kickstarter/
Questions to ask yourself before setting a fundingĀ goal for your board game Kickstarter:
http://stonemaiergames.com/2013/01/27/kickstarter-lesson-7-the-funding-goal/
Butter up your playtesters by creating a fun and comfortable environment:
Queen Games “Escape: The Curse of the Temple” Design Contest
Details: design an expansion to Queen’s game Escape
Deadline: Feb. 7, 2013
Prize: possible publication
http://www.boardgamegeek.com/geeklist/152579/queen-games-escape-the-curse-of-the-temple-design
Game Salute (@GameSalute) is accepting proposals to fill its line of games based on The Princess Bride:
Viticulture co-designer Jamey Stegmaier (@jameystegmaier) joins the Funding the Dream podcast (@FundtheDream) with ideas for attracting Kickstarter backers and forging relationships with them:
http://www.buzzsprout.com/4646/74831-funding-the-dream-ep-116-jamey-stegmaier-viticulture
The Ludology podcast discusses feedback loops:
http://ludology.libsyn.com/ludology-episode-48-fun-with-feedback
What types of emotions can board games elicit in players? A BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/920897/boardgames-and-emotions