The five basics of being a game design problem solver:
(Written for video game designers, but largely applicable to board games.)
Tips & Resources for Board Game Designers
The five basics of being a game design problem solver:
(Written for video game designers, but largely applicable to board games.)
How to manage toxic Kickstarter backers:
http://www.stonemaiergames.com/kickstarter-lesson-58-how-to-manage-toxic-backers/
“Want to build a sense of drama into your game? Keep this quote in mind:
“Drama is anticipation mingled with uncertainty.” ― William Archer”
“Make it real! Take it to the end and at least make a copy for yourself.”
“My one word of advice would be ‘iterate.’ Don’t let your game be your baby. Iterate with large changes at first, then refine as you go.”
Designer Mike Elliott joins board game university to discuss CCGs, DBGs, keeping your day job and more:
http://boardgameuniversity.libsyn.com/board-game-university-episode-17-mike-elliott
Richard Garfield discusses luck in games
A breakdown of different turn order structures, and their pros and cons:
http://boardgamegeek.com/blogpost/23312/turning-the-tables-on-player-order
Where to find chits for prototyping:
http://boardsandbarley.com/2013/09/19/sourcing-game-components-chits/
It’s not Kickstarter’s job to give you backers:
http://www.stonemaiergames.com/kickstarter-lesson-57-its-not-kickstarters-job-to-give-you-backers/
Thoughts on choosing a theme:
Advice for getting your game into distribution channels:
http://www.deadlyfredly.com/2013/09/dear-deadly-trouble-getting-into-distribution/
A look at three aspects of games that determine players’ experience: choice, path and luck:
How to effectively research other Kickstarter projects:
“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/
“I think it’s critical to see games as something other than a collection of mechanics. What matters is the subjective experience it provides.”