How some games deal with bad player behavior:
Recommended reading for game designers:
http://sizzlemothgames.blogspot.com/2014/03/recommended-reading.html
On Board Games (@OnBoardGames) discusses microgames:
http://onboardgames.libsyn.com/obg-127-what-has-it-gots-in-its-pocketses
Consider what message players might be able to take from your game:
http://oakleafgames.wordpress.com/2014/03/02/game-theory-levels-of-meaning/
Board Game Design Forum’s March 2014 Game Design Showdown
Design a game using a spinner
Deadline: March 8, 2014
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-march-2014-and-make-mine-random
The theme for the March 2014 BoardGameGeek 24-Hour Contest is “pirate”:
http://boardgamegeek.com/thread/1131254/24-hour-contest-march-2014
How much work should you do to guard against horrible player behavior?
http://hyperbolegames.com/2014/03/01/horrible-person-proofing/
Cardboard Edison's Favorite Tips & Resources - February 2014
/This month’s roundup of useful tips and resources for board game designers features advice for finding your place in the industry, detailed stats behind a Kickstarter campaign, lots of thought-provoking articles about the theory behind board games, and more. Enjoy!
- “Don’t attend conventions just to sell games. Attend to network and sell yourself. Think long term. Build relationships.”–Ben Pinchback (@pinchback21)
- “Designers. Expect rejection. Tempered expectations will induce persistence in seeking publication. Never give up on something you believe in.”–A.J. Porfirio (@VanRyderGames)
- Geoff Engelstein (@gengelstein) joins the Game Design Round Table to discuss real-time games, designing with family, learning to play new games, and more
- “For a designer, honest feedback is a beautiful thing. You can’t overreact or underreact. It’s your job to digest and appropriately address.”–Ben Pinchback (@pinchback21)
- “Remember: simple is not the same as shallow. Complex is not the same as deep.”–Grant Rodiek (@HerrohGrant)
- Reverse engineering gaming mechanisms
- How your scoring system distributes points, and how it encourages player behavior
- Replayability is more than variability
- Examining depth and emergent gameplay—finding the ideal ratio of depth to complexity
- Underused game formats that lie somewhere between competitive and cooperative
Beyond winning, what reasons might players have for playing?
http://boardgamegeek.com/blogpost/27816/the-hidden-assumptions-of-gamers
Shift designer Samuel Strick discusses designing games backwards, discovering why you love what you love, differentiating the sort of randomness you want, designing two-player games and more:
http://boardgamegeek.com/blogpost/27921/samuel-strick-on-shifting-provinces-and-the-art-be
Sushi Go! designer Phil Walker-Harding discusses card drafting, set collection, rebooting a Kickstarter and more:
http://boardgamegeek.com/blogpost/28063/phil-walker-harding-and-the-sushi-go-heroes
Can board games terrify?
http://boardgamegeek.com/blogpost/27805/can-board-games-terrify
Good and bad ways to use asymmetrical suits:
http://kevingnunn.com/2014/02/28/asymmetrical-suits-in-card-games-part-2/
How to run a “humble” (modest goal) Kickstarter campaign:
http://claycrucible.com/2014/02/how-to-run-a-humble-kickstarter-campaign/
The Flux Capacity Publishing Challenge
Deadline: May 27, 2014
Prize: publishing contract with The Flux Capacity
http://news.thegamecrafter.com/post/78119933487/the-flux-capacity-publishing-challenge
