Tips for coming up with, setting and revealing stretch goals for a Kickstarter campaign:
http://stonemaiergames.com/2013/02/14/kickstarter-lesson-11-stretch-goals/
Tips & Resources for Board Game Designers
Tips for coming up with, setting and revealing stretch goals for a Kickstarter campaign:
http://stonemaiergames.com/2013/02/14/kickstarter-lesson-11-stretch-goals/
Tips for using spreadsheets to help with your designs:
http://rubycowgames.com/excel-and-google-docs-spreadsheet-tips-for-game-designers/
“How to make games for everyone”: thoughts on some aspects of games that can turn off non-gamers:
http://www.mostdangerousgamedesign.com/2013/02/how-to-make-games-for-everyone.html
A broad overview of competitive games and cooperative games–and games that fall in between:
http://www.meoplesmagazine.com/2013/02/12/cooperative-and-competitive-games/
A look at the history of role-selection mechanisms:
Courting a game publisher–do’s and don'ts:
http://www.jamesmathe.com/courting-a-game-publisher-dos-and-donts/
“In the end, game design comes down to discipline. We all need inspiration, but the best designers are those who can focus that inspiration and push their minds beyond the easy answers to find innovation in an already-innovative field.”
Chris Kirkman of Dice Hate Me Games (@dicehateme) discusses running an independent board game publishing company and gives advice for designers on approaching publishers, on the Boardroomers (@Boardroomers)
How game design is like science, and playtesting is like the peer-review process:
http://exampleofplay.wordpress.com/2013/02/08/on-being-wrong/
The Plaid Hat Podcast crew discusses how narrative can emerge from board games:
“Work for 15 min, and write down inspiration but don’t work more right away. Let it stew. Games are born from stew.”
“Remember only a small percent of your game ideas will be any good. The key is to keep trying to discover which ones those are.”
“When prototyping a new game, you’ll have moments you think “what is this pile of garbage?” My advice: Walk it off and carry on anyway.”
Things to consider when setting the timing and length of your Kickstarter campaign:
http://stonemaiergames.com/2013/02/07/kickstarter-lesson-9-timing-and-length/
Mark Major of Whirling Derby (@WhirlingDerby) offers advice for new designers:
“Every skill you have helps in game design, because everything can be the basis of experience for a game. Design is about creating an experience, so before anything else, know what that experience is and be realistic about whether you can deliver that or not. Don’t be afraid to cut material out of a game that doesn’t reinforce that experience.
"Also, spend a lot of time with your games. Make them shine. Playtest them. Making games and getting them out in front of people is exciting, but don’t let that excitement make you settle for second best. If you know you can do better, take the time to make it better.”
http://news.thegamecrafter.com/post/42445138546/mark-major-inducted-into-the-hall-of-fame
Be clear about who your target audience is to avoid getting negative comments from those who aren’t:
http://boardgamegeek.com/blogpost/16818/a-different-way-to-use-negative-commentsratings
Using Facebook to attract playtesters:
Hobby Game Designer Compendium, Part 2
Nate Straight continues analyzing the games of prominent designers to discover their personal styles:
http://boardgamegeek.com/blogpost/16584/hobby-game-designer-compendium-part-2-plains-tra
SEE ALSO, PART 1:
http://boardgamegeek.com/blogpost/16583/hobby-game-designer-compendium-part-1-the-great-g
Tips for setting reward levels for your Kickstarter project:
http://stonemaiergames.com/2013/02/03/kickstarter-lesson-8-reward-levels/
“Learning 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 isn’t fun when boiled down to the core ideas, it isn’t going to be better just because you add more.”