Iteration, interactions and lots more to remember while playtesting and balancing. Written for Magic but broadly applicable:
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/289
Tips & Resources for Board Game Designers
Iteration, interactions and lots more to remember while playtesting and balancing. Written for Magic but broadly applicable:
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/289
What to look for when signing a contract with a publisher:
The Impressions Vidcast discusses attending unpublished-games events, and setting one up yourself
Words of warning when running a contest during a Kickstarter campaign:
How some games deal with bad player behavior:
Michael Mindes of Tasty Minstrel Games (@TastyMinstrel) discusses Kickstarter and running a board game publishing business on the Happy Mitten Games podcast (@HappyMitten):
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/
“Always consider whether your components are imparting the most information and feel as possible – and what they might be unintentionally saying.”
“Creators: Feedback is good, but it will never end. You must eventually make a decision.”
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/
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!
Increase the utility of your game–the enjoyment players get and the conditions in which it gets to the table:
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