GameTek’s Geoff Engelstein (@gengelstein) discusses the importance of high points and strong endings in games:
The Game Design Round Table discusses game phases–early, mid, late–and “pivot” points:
http://thegamedesignroundtable.com/2014/02/17/episode-67-game-phases-pivots/
Things to avoid in pitch letters to publishers:
http://boardgamegeek.com/blogpost/27117/submitting-103-stuff-you-dont-want-to-get-caught-d
What’s required for a modern train game?
http://boardgamegeek.com/blogpost/27515/empire-builder-and-the-modern-train-game
SEE ALSO:
Scoring schemes for small sets:
http://kevingnunn.com/2014/02/14/ties-damn-ties-and-statistics-part-6/
Underused game formats that lie somewhere between competitive and cooperative:
http://boardgamegeek.com/blogpost/27555/game-format-competitive-cooperative-and-semi-quasi
Runaway leaders, rubber banding and feedback mechanisms:
http://oakleafgames.wordpress.com/2014/02/13/game-theory-runaway-leader-rubber-banding-and-feedback/
Thoughts on “rhythm” in board games:
http://opinionatedgamers.com/2014/02/05/postcard-from-berlin-i-got-rhythm/
Hard numbers behind a “pay what you want” Kickstarter campaign:
http://crashgamesaz.com/a-peek-behind-the-curtain-of-a-true-pay-what-you-want-kickstarter-campaign/
Free weekly planner to help plan passion projects on nights and weekends:
http://blog.ad7m.com/post/76366555045/ive-been-on-a-search-for-the-perfect-planner-to
A quick trick for more effective linking to Kickstarter pages:
http://www.gamesonthebrain.com/blog/advanced-kickstarter-linking-strategies
Game balancing as the act of creating meaningful player decisions:
http://www.mostdangerousgamedesign.com/2014/02/balance-beyond-fairness.html
The many purposes of playtesting:
http://creationandplay.blogspot.com/2014/02/playtesting-questions.html
Designing games to prevent analysis paralysis:
http://www.leagueofgamemakers.com/designing-games-to-prevent-analysis-paralysis-part-2/
