Some basic assumptions we have about tabletop games–and how they might be subverted:
http://danielsolisblog.blogspot.com/2014/02/game-assumptions-technique-for-coming.html
Tips & Resources for Board Game Designers
Some basic assumptions we have about tabletop games–and how they might be subverted:
http://danielsolisblog.blogspot.com/2014/02/game-assumptions-technique-for-coming.html
“Choices need to be partially but not fully comprehensible in order to be meaningful”–thoughts on understanding and choice in games:
Scoring schemes for large sets:
http://kevingnunn.com/2014/02/18/ties-damn-ties-and-statistics-part-7/
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
Avoiding player elimination, by Lewis Pulsipher (@lewpuls)
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/
“‘I think my game is too simple, and should add more rules.’ - said no good internal monologue, ever.”
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/
“If the rule you add to the game you are designing does not add more fun than complexity, this rule is not good.”
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
Considerations when designing for different player counts, and methods of scaling for them:
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
Robert Burke (@robertburke) and David Chott (@3haresgames) join the Something From Nothing vidcast to discuss Kickstarter, conventions, building a brand and more