Thoughts on clarity as a desirable principle in abstract games:
http://nickbentleygames.wordpress.com/2013/09/02/redefining-the-abstract/
Tips & Resources for Board Game Designers
Thoughts on clarity as a desirable principle in abstract games:
http://nickbentleygames.wordpress.com/2013/09/02/redefining-the-abstract/
Cosmos designer Peter Jackson on finding playtesters, using feedback, designing for fun or money, and more:
http://news.thegamecrafter.com/post/59977057255/peter-jackson-inducted-into-the-hall-of-fame
When to ignore playtesters:
http://www.mostdangerousgamedesign.com/2013/09/learning-to-ignore-playtesters.html
The requirement for the September 2013 BoardGameGeek 24 Hour Contest is dice:
On the Building the Game podcast (@PodcastBTG), Bruno Cathala offers advice to new designers about testing, rules writing, and simplifying your game (interview starts at about 1:12:30):
http://www.buildingthegamepodcast.com/2013/09/01/episode-66-gencon-2013-recap-and-fortress/
“The importance of pizzazz”: Tips for getting people to notice your game:
http://www.happymittengames.com/board-game-anticipation-importance-pizzazz/
On Board Games (@OnBoardGames) discusses markets in games, with Michael Keller (@vhgames):
http://onboardgames.libsyn.com/obg-115-i-ll-buy-that-for-a-dollar
This was another big month filled with a boatload of tips and resources for board game designers. Below you’ll find a Gen Con panel for first-time designers, thorough explorations of two types of games, a new website to aid in idea creation, and a lot more:
Advice for young designers: what you should learn and what it’s like making a living as a designer:
http://danielsolisblog.blogspot.com/2013/08/what-would-you-tell-your-teenage-self.html
A guide to network-building games:
http://www.islaythedragon.com/2013/08/to-get-this-train-rolling-well-have-to.html
Christopher Badell of Greater Than Games (@GTGamesLLC) discusses trade shows, building a community, expansions and more on Board Game University:
http://boardgameuniversity.libsyn.com/board-game-university-episode-14-christopher-badell
Ways to streamline gigantic, clunky top-down designs - #1: Cut rules that includes “But only if” or “But not if”
#2: if you have rules that cover similar factors but in different scenarios, combine them into a unified rule system.
#3: Find out what’s confusing players. If you can, cut it entirely.
#4: Difficulty and complexity are not the same thing. You can make a game difficult without making players jump through hoops. Eliminate bean counting and logistics, replace with difficult snap decisions.
–Sam Liberty (@SA_Liberty)
“You are not your Kickstarter”: A reminder about getting in the right frame of mind during your campaign:
http://www.btgco-op.com/2013/08/29/you-are-not-your-kickstarter/
How to reboot an unsuccessful Kickstarter project:
The psychological and cultural connotations of different colors:
http://urbantimes.co/2013/08/the-complete-guide-to-colour-psychology/
What makes a euro a euro?
What to expect from a publisher after you’ve submitted your game:
http://scottalmes.wordpress.com/2013/08/26/publisher-reactions/
Card design guidelines: tips for making your game’s cards easy to use:
http://www.reddit.com/r/tabletopgamedesign/comments/1l5pzx/card_design_guidelines/
The importance of graphic design: Forget the debate over “pretty” prototypes, here are some tips and resources to make them functional:
http://themetagame.blogspot.com/2013/08/the-importance-of-graphic-design.html
Tips for getting out of a mid-Kickstarter slump: