Advice for toy and game inventors from the 2013 New York Toy Fair:
http://www.purplepawn.com/2013/02/toy-fair-2013-top-10-toy-fair-faqs-for-toy-and-game-inventors/
Tips & Resources for Board Game Designers
Advice for toy and game inventors from the 2013 New York Toy Fair:
http://www.purplepawn.com/2013/02/toy-fair-2013-top-10-toy-fair-faqs-for-toy-and-game-inventors/
Jason Morningstar and James Ernest discuss the perils of operating independently in the game industry (audio):
http://www.genesisoflegend.com/2013/02/episode-16-indie-cradle-to-indie-grave/
The Ludology podcast discusses how humor can be used in games:
http://ludology.libsyn.com/ludology-episode-49-the-joke-s-on-you
Testing for usability: making your game’s interface as simple to understand as possible:
“It isn’t so important that YOUR assertions and theories on your design are correct. Much more that the game is fun.”
Who actually makes good money designing board games? (Spoiler alert: Not many.)
http://boardgamegeek.com/thread/930635/who-here-actually-makes-money-off-designing-games
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/