“It is not the game designer’s role to refute criticism, other than in a conversational way. The designer’s argument is the game itself.”
Gil Hova (@ingredientx), the designer of Prolix, discusses word games and the special considerations required to create one:
http://ludology.libsyn.com/game-tek-classic-54-designing-word-games
Cardboard Edison's Favorite Tips & Resources - April 2013
/Our picks for this month’s roundup of board game design tips and resources includes some fascinating takes on human behavior, an important reminder about playtesting, a wry note about rules writing, and more.
Here’s the full list:
- Dozens of tips for using social media in the board game industry
- A spreadsheet of some prominent board game reviewers, listing their social-media reach
- Designing for the irrational: How some quirks of human psychology can inform your game designs
- How can behavioral economics be applied to board game design?
- Who should be playtesting your game, and what should you be doing while they are?
- The perils of groupthink to game designers, and how to escape the echo chamber
- “There are no rules so short and clear that everyone will follow them as intended. In fact, the shorter rules are just as prone to misinterpretation.” - Daniel Solis (@DanielSolis)
- Running a board game Kickstarter: takeaways from panelists at PAX East
- What causes board game Kickstarter projects to fail? A BoardGameGeek forum discussion
- Pixel Lincoln designer Jason Tagmire (@jtagmire) offers up wisdom for creating a successful Kickstarter project
- Using micro-goals during a Kickstarter campaign
- The designer of Hero Brigade, Nicholas Yu (@yutingxiang), on refining a campaign page before launch
From The Cardboard Jungle (@CBJPodcast):
There is a right way & a wrong way to ask pod casters/bloggers to promote your KS project…step 1..don’t wait till it looks like it’ll fail
Step 2..make it personal by contacting them and explaining your project to them…links on the bottom..if you can’t explain it..how can we?
Step 3..don’t over exaggerate..save your sales pitch for the consumers…we get it & also can see right through it. Being genuine=best asset
Pandemic and Forbidden Island designer Matt Leacock (@mleacock) shares what he’s learned about designing cooperative games:
http://www.mechanics-and-meeples.com/2013/04/29/co-op-interviews-matt-leacock-pandemic/
Kickstarter lessons learned by Pixel Lincoln designer Jason Tagmire (@jtagmire):
http://buttonshy.blogspot.com/2013/04/post-kickstarter-recap-lessons-learned.html
SEE ALSO:
An important reminder for the final hour of your Kickstarter campaign:
http://www.stonemaiergames.com/kickstarter-lesson-34-the-final-hour/
A lengthy post from James Mathe of Minion Games (@MinionGames) with dozens of tips for using social media in the board game industry:
http://www.jamesmathe.com/the-enlightened-path-to-virtual-popularity/
The psychology of money, and its application to board game design:
http://sugarpillstudios.com/wp/?page_id=873
(Scroll down to section 2.)
The perils of groupthink to game designers, and how to escape the echo chamber:
http://gameofmarketing.blogspot.com/2013/04/is-there-echo-in-here.html
A spreadsheet of board game reviewers, listing their social-media reach:
https://docs.google.com/spreadsheet/lv?key=0ApVqDbSPuC5tdHB3YlBFeHZsVFZwWDVDQmZFbkNob0E&pli=1
compiled by Dustin Oakley
The designer of Kickstarter success Hero Brigade, Nicholas Yu (@yutingxiang), discusses the importance of refining a campaign page before launch:
http://rubycowgames.com/hero-brigade-an-interview-with-designer-nicholas-yu/
How to make the most of the final 48 hours of your Kickstarter campaign:
http://www.stonemaiergames.com/kickstarter-lesson-33-the-final-48-hours/
The Ludology podcast discusses giving players choices between short-term and long-term payoffs:
http://ludology.libsyn.com/ludology-episode-54-the-long-and-the-short-of-it
