The purpose of a pitch: on the importance of engaging backers in your Kickstarter campaign:
http://www.stonemaiergames.com/kickstarter-lesson-73-the-art-of-pitching/
Tips & Resources for Board Game Designers
The purpose of a pitch: on the importance of engaging backers in your Kickstarter campaign:
http://www.stonemaiergames.com/kickstarter-lesson-73-the-art-of-pitching/
Big games vs. small games–considerations for designers and publishers:
A look at several games that let players make up the rules:
The Building the Game podcast (@PodcastBTG) discusses ways to build a community of supporters:
http://www.buildingthegamepodcast.com/2013/12/08/episode-80-exploding-beer-and-other-stuff/
A chart of board game distribution companies:
http://www.jamesmathe.com/hitchhikers-guide-to-game-distributors/
A close look at the board game Kickstarter campaigns that failed in 2013:
http://boardgamegeek.com/blogpost/25472/kickstarter-analytics-2013-failures
Board Game Design Forum’s December 2013 Game Design Showdown - “The Gifting Season”
Create a game where players must give some component to other players
Deadline: Dec. 9, 2013
On audience feedback: “Realize that your game can’t be everything for everyone - even within the intended audience.”
http://boardgamegeek.com/blogpost/25469/a-designers-perspective-on-audience-feedback
Geoff Engelstein (@gengelstein) on player experience, playtesting, promotion and more:
http://www.mofbg.co.uk/2013/11/geoff-engelstein-interview-part-1-of-4.html
http://www.mofbg.co.uk/2013/11/geoff-engelstein-interview-part-2-of-4.html
http://www.mofbg.co.uk/2013/11/geoff-engelstein-interview-part-3-of-4.html
http://www.mofbg.co.uk/2013/11/geoff-engelstein-interview-part-4-of-4.html
The 10 Elements of Great Customer Service for a Kickstarter Creator:
Thoughts on perfect-information games:
http://www.mechanicalgamer.com/post/68975033631/blog-post-perfect-information-in-games
Three strengths and a weakness of worker-placement games:
Four reactions that great games elicit from players: Oooh, Hmmm, Ugh, and Aha:
http://boardgamegeek.com/thread/1080452/four-familiar-factors-of-great-games
Give yourself a “license to suck” during playtesting:
The theme for the December 2013 24-hour game design contest is “blue”:
http://boardgamegeek.com/thread/1079926/24-hour-contest-december-2013
“Getting feedback to “tear everything down and start again from the core principles” is a **good** thing. It’s no fun to hear, but it means fundamentally your game has ideas worth all that extra work. “I don’t know what to tell you” is far worse; there might not be a game.”
Rob Daviau podcast double feature–the designer discusses “legacy” game systems:
Ludology: http://ludology.libsyn.com/ludology-episode-70-risky-business
Game Design Round Table: http://thegamedesignroundtable.com/2013/12/02/episode-56/
“Being a game designer just means making and playing games; it’s good times. Being a published game designer adds some stuff that’s no fun. It might not be for you.”
Ares Magazine is accepting submissions for board games that can be included in their fantasy-fiction magazine:
“Learn from ancient game designers, use every part of a game mechanic. Don’t do with two systems what you can do with one.”