Why a working knowledge of probability is important to game designers:
http://www.cardboardrepublic.com/articles/the-numbers-game-its-probably-important
Tips & Resources for Board Game Designers
Why a working knowledge of probability is important to game designers:
http://www.cardboardrepublic.com/articles/the-numbers-game-its-probably-important
A panel of established designers at Gen Con discuss the industry and offer lots of advice for up-and-coming designers:
http://dicetower.coolstuffinc.com/tdt-episode-320-gen-con-2013-designer-s-panel
There’s some debate regarding the legitimacy of The Alpha Player Problem. Some say it’s the biggest problem with cooperative games and they won’t play any that exhibit it. Others say it’s not a problem with the game, but with the group, and that you shouldn’t be playing any games with the kind of…
Lessons learned about board game fulfillment and distribution:
http://nothingsacredgames.com/more-lessons-from-the-corporate-america-kickstarter/
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?