A look at three aspects of games that determine players’ experience: choice, path and luck:
“No-nos” in game design: A panel of publishers and designers discuss things to avoid:
http://www.genesisoflegend.com/2013/09/episode-23-no-nos-in-game-design/
Micro Game Challenge
Deadline: Nov. 18, 2013
Prizes: up to $150
https://www.thegamecrafter.com/contests/micro-game-challenge
A Reddit discussion about when to give up on a design:
http://www.reddit.com/r/tabletopgamedesign/comments/1mims4/dont_give_up_is_bad_advice/
Using Excel to calculate in-game statistics such as likely end scores, average winning margin and more:
http://boardsandbarley.com/2013/09/17/monte-carlo-simulations-for-game-design/
A mid-campaign look at the successful Robot Turtles Kickstarter, with lots of data points:
http://www.danshapiro.com/blog/2013/09/robot-turtles-midmortem-at-250k/
What is the designer’s role during playtesting? A BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1038340/mechanics-of-playtesting?
Different ways to implement simultaneous play:
http://nothingsacredgames.com/the-holy-grail-of-simultaneous-action/
Corey Young (@C_M_Young) on pitching publishers, elements of good game design, changing direction, perseverance and more:
http://bellwethergames.com/designers/corey-young-interview-the-second/
Colby Dauch of Plaid Hat Games (@PlaidHatGames) on telling stories through games, designing vs. publishing, being active online, working with a high-profile property, and more:
http://www.shutupandsitdown.com/blog/post/interview-plaid-hat-games/
Susan McKinley Ross joins Board Game University to discuss the board game industry, female designers, early playtesting and more:
http://boardgameuniversity.libsyn.com/board-game-university-episode-16-susan-mc-kinley-ross
Places to buy meeples:
http://boardsandbarley.com/2013/09/12/sourcing-game-components-meeples/
Thoughts on offering a premium option to Kickstarter backers:
http://www.stonemaiergames.com/kickstarter-lesson-54-reward-levels-the-premium-option/
Why and how to put players under stress:
http://boardgamegeek.com/blogpost/23027/gaming-voluntarily-performing-impossible-tasks-of
