Here is a Sunday special. Dr. Richard Garfield talking on Skill Vs. Luck in games.
When to end it!
/Before it is boring
If anyone has played any board games then the odds are theyâve been here before. The game starts out decently fun, but then time progresses and peoples eyes glaze over, no one is interested anymore. What happened?
Well, for me thereâ¦
A mobile app to make prototype cards on the go:
http://fischer.tumblr.com/post/45912282322/prototyping-is-key
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
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
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/
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
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.
