Resources to teach strategy game design, with a focus on games in the classroom:
Updates about the future of the Unpub program for unpublished games (@TheUnpub), including Unpub 4 on Jan. 17-19, 2014:
http://dicehateme.com/2013/09/the-state-of-games-episode-51-the-bgg-top-20-and-future-of-unpub/
Sources for prototype cards:
http://boardsandbarley.com/2013/09/05/sourcing-board-game-components-cards/
Extended Player Psychographics: how to design games for different types of players:
http://makeagameofthat.wordpress.com/2013/09/04/extended-player-psychographics/
An analysis of Carl Chudyk’s game designs, with common threads connecting Glory to Rome, Innovation, Flower Fall and others:
http://www.islaythedragon.com/2013/09/the-name-on-box-top-carl-chudyk.html
Why you should start a blog–now:
http://www.stonemaiergames.com/kickstarter-lesson-52-write-a-blog/
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
Playing > Winning: The Alpha Player Problem→
/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
