The many purposes of playtesting:
http://creationandplay.blogspot.com/2014/02/playtesting-questions.html
Tips & Resources for Board Game Designers
The many purposes of playtesting:
http://creationandplay.blogspot.com/2014/02/playtesting-questions.html
“Don’t attend conventions just to sell games. Attend to network and sell yourself. Think long term. Build relationships.”
Designing games to prevent analysis paralysis:
http://www.leagueofgamemakers.com/designing-games-to-prevent-analysis-paralysis-part-2/
Replayability is more than variability:
http://gamerchris.com/2014/02/09/exploring-the-idea-of-replayability.aspx
The Ludology podcast discusses the most influential board games of the 1970s:
http://ludology.libsyn.com/ludology-episode-74-boardgame-wonderland
Thoughts on “decision space” in board game design:
http://boardsandbarley.com/2014/02/07/decision-space-in-game-design/
Using scoring mechanisms to complement your design’s core engagement:
http://kevingnunn.com/2014/02/08/ties-damn-ties-and-statistics-part-4/
Advice for how to learn from people who cancelled their Kickstarter pledge:
http://stonemaiergames.com/kickstarter-lesson-79-cancellations/
Last night, I attended the latest board game design and prototype meetup held by the Game Makers Guild, a local consortium of tabletop designers and developers. Itâs a great opportunity to share ne…
Reverse engineering gaming mechanisms:
How your scoring system distributes points, and how it encourages player behavior:
http://kevingnunn.com/2014/02/05/ties-damn-ties-and-statistics-part-3/
Examining depth and emergent gameplay–finding the ideal ratio of depth to complexity:
The Something From Nothing vidcast discusses designing big vs. small games, interaction, player helplessness and more
Geoff Engelstein (@gengelstein) joins the Game Design Round Table to discuss real-time games, designing with family, learning to play new games, and more:
http://www.buzzsprout.com/7928/147758-65-real-time-with-geoff-engelstein
February 2014’s Board Game Design Showdown: “From nothing, something”
Design a game with exactly one type of component
Deadline: Feb. 8, 2014
Grammatical pitfalls in rulebook writing:
http://www.diceonfire.com/2014/02/writing-instruction-manuals-part-2.html
The theme for February 2014’s 24-hour game design contest is commercialism:
http://boardgamegeek.com/thread/1115277/24-hour-contest-february-2014
What expansions can do to alter the base game:
Don’t waste the publisher’s time: creating a salable product and getting right to the point:
http://boardgamegeek.com/blogpost/26977/submitting-your-game-101-dont-waste-the-publishers
David Chott (@3haresgames) on preparing for a Kickstarter campaign, talking with playtesters one-on-one and more:
http://hyperbolegames.com/2014/01/31/interview-with-david-chott/