Board Game Designers Forum’s March 2013 Game Design Showdown: “Turn the Tide”
Deadline: March 11-18, 2013
Tips & Resources for Board Game Designers
Board Game Designers Forum’s March 2013 Game Design Showdown: “Turn the Tide”
Deadline: March 11-18, 2013
UK Games Expo Board Game Re-Design Competition
Design a new game using the components from an existing game
Timeline: May 2013-January 2014
Prizes: review and mentorship
Some pointers on the development process, prototyping and playtesting from the designer of Quarantine:
http://boardgamegeek.com/blogpost/16096/designer-diary-quarantine-a-hospital-game-from-co
Rab Daviau (@robdaviaugamer) joins the Three Moves Ahead podcast (@3MA) to discuss what makes games social–and what makes a social game good:
The Game Crafter’s Miniatures Game Design Challenge
Deadline: June 15, 2013
Prizes: TGC store credit and more
http://news.thegamecrafter.com/post/44863910530/miniatures-game-design-challenge
Purple Pawn’s 2012 Game Industry Survey
http://www.purplepawn.com/2013/03/purple-pawns-2012-game-industry-survey/
Tips for Protospiel (or any playtesting event) from Brett Myers (@brettspiel)
Tip 1: Relax. You’re there to play test your game with fellow designers, not to impress them. We like it rough, not polished.
Tip 2: Forget about the publishers. This is for play testing, not for pitching your game. They’ll look and sit in if they want.
Tip 3: Bring extra materials. Be prepared to make changes on the fly. Bring extra card stock, a Sharpie and a razor knife.
Tip 4: Bring a notebook and a pencil. Listen to your play testers. Take good notes. Write down everything. Ask questions.
Tip 5: Not all feedback will be immediately useful. Here’s the tricky part. You’ll have to figure out what is best for the game.
Tip 6: Bring a reusable water bottle and snacks. Water can become scarce and meals are often irregular. Stay sharp and focused.
Tip 7: Be considerate of your play testers’ time. Make sure everyone gets a game on the table. Encourage participation.
Tip 8: As a play tester, keep in mind the designer’s goals when you make suggestions. We’re here to help refine, not remake it.
Tip 9: Play games! There is no greater font of game design inspiration than a room full of prototypes being played. Be inspired!
Tip 10: Have fun! This is a great opportunity to meet fellow designers and make personal connections that will last for years.
Writing Kickstarter project updates: What to say and how often?
http://stonemaiergames.com/2013/03/06/kickstarter-lesson-18-project-updates
Keith Burgun (@keithburgun) on the differences between toys, puzzles, contests and games:
For our monthly roundups of board game design links, we pick out the ones we’ve found the most useful.
Here are our picks for last month:
When most playtesters are complaining that something is too weak or too strong…should you change it?
http://www.sirlin.net/blog/2013/3/3/the-playtesters-are-saying-to-do-x.html
The way to know when you’ve made the greatest game you can:
http://boardgamegeek.com/blogpost/16933/the-way-to-know-when-youve-made-the-greatest-game
James Ernest (@cheapassjames) and Jason Morningstar (@jmstar) discuss the right way to use randomness in game design (audio):
http://www.genesisoflegend.com/2013/03/episode-18-volatility-in-game-design/
Michael Keller (@vhgames) joins the On Board Games podcast (@OnBoardGames) to discuss best practices for playtesting, offering numerous tips for getting the most out of the process:
Mark Rosewater (@maro254) discusses synergy in game designs, finding your internal theme and more:
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/236
The Plaid Hat Games crew (@PlaidHatGames) discusses what works and what doesn't when using licensed properties in board games:
Pointers for your Kickstarter launch day:
http://stonemaiergames.com/2013/03/01/kickstarter-lesson-16-launch-day/
On strategic diversity and tactical diversity:
http://boardgamegeek.com/thread/938567/strategic-diversity-versus-tactical-diversity-un
“How to be a good playtester”: Also useful so you can tell your playtesters what your expectations are:
http://boardgamegeek.com/thread/938100/10-playtest-principles-advice-on-how-to-be-a-goo
How players’ expectations can be shaped before going into a game: