A mobile app to make prototype cards on the go:
http://fischer.tumblr.com/post/45912282322/prototyping-is-key
Tips & Resources for Board Game Designers
A mobile app to make prototype cards on the go:
http://fischer.tumblr.com/post/45912282322/prototyping-is-key
Some simple steps to keep your ideas flowing:
A look at the successful Dungeon Roll Kickstarter campaign, and some lessons to take away from it:
How to keep your game’s play time under control:
How to handle critical feedback from playtesters:
Getting past your moments of doubt: advice from the BoardGameGeek designers forum:
http://boardgamegeek.com/thread/948875/having-a-moment-of-doubt
The Long View podcast discusses abstract games:
http://dl.dropbox.com/u/7601097/podcasts/LongView/ConnCon2013.mp3
Luke Warren of NorthStar Games (@NorthStarGames) joins the On Board Games podcast (@OnBoardGames) to discuss what makes a good party game:
Networking in the board game industry, on the Plaid Hat Podcast (@PlaidHatGames):
Some of the tricks that co-ops use to make the players make mistakes:
http://3dtotalgames.com/making-you-make-mistakes/
Discussion: http://boardgamegeek.com/thread/948057/making-players-make-mistakes
Using Facebook Promotions to get your posts noticed:
How to run a solo playtest–and why you should:
http://boardgamegeek.com/blogpost/16708/advice-for-beginning-designers-what-you-need-to-do
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: