How to set yourself up for rapid prototyping–and why you should:
http://exampleofplay.wordpress.com/2013/03/15/game-design-secrets-3-rapid-prototyping/
Tips & Resources for Board Game Designers
How to set yourself up for rapid prototyping–and why you should:
http://exampleofplay.wordpress.com/2013/03/15/game-design-secrets-3-rapid-prototyping/
Board game retailers discuss what small publishers can do to get their games onto shelves
AnCon’s Independent Game Design Competition
Deadline: register by April 19, 2013, competition is May 4
Prizes: write-up and badge for AnCon 2014
https://www.thegamecrafter.com/announcements/independent-game-design-competition-in-ohio:-may-2-5
“Game designers that want to find success should work closely and flexibly with your game’s publisher.”
Don Eskridge, the designer of The Resistance, answers questions on Reddit. Here’s some of his advice for aspiring designers:
I suggest not designing for what will sell, but what you enjoy. If you do and then get to the point that you really, really, really like it, then’s the time to think about publication/whether it could sell.
To that end, you will probably have to mercilessly simplify the game, which will probably benefit it in the end. Amazing how many house rules get made in a house with friends. To do that just think, “What’s fun about my game?” Get your friends to tell you. Then get rid of everything that’s chrome (unnecessary/overly thematic rules) and try to even get rid of rules you thought were completely necessary but never tried living without.
You’ll be surprised how it’s possible to identify the fun through this sort of design surgery. Then streamline everything to that. Resistance has just two major mechanics: voting and sabotaging. Once upon a time there was more but they didn’t strengthen these core fun elements, so off they went. You can do that too.
A look at games that use programmed actions, like RoboRally:
Several quotes from designers about the process of playtesting:
Advice for responding to backers’ feedback during a Kickstarter campaign:
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