“Playtesters will hurt your feelings. That is your attachment, not your true self, that is suffering. You must detach and let them teach you.”
Designing your first board game? Stop and read these six tips first:
http://richdurham.wordpress.com/2014/03/24/diving-into-your-first-game-design-stop-right-now/
“If all you get is positive feedback, the hairs on the back of your neck better be standing up. It means you have friends, not play-testers.”
The value of finding “ambassadors” for your games:
http://stonemaiergames.com/live-blogging-lesson-2-the-value-of-ambassadors/
A view of gamers that challenges the traditional family games/hobby games split:
http://casualgamerevolution.com/blog/2014/03/hierarchy-of-gamers-where-are-the-lines-drawn
Hope, fear and the narrative arc in games:
http://illuminatinggames.wordpress.com/2011/04/11/hamlets-hit-points-for-boardgamers/
Using the logical concepts of completeness and consistency in game design:
http://oakleafgames.wordpress.com/2014/03/09/logical-completeness-and-consistency-in-game-design/
Lessons in Kickstarter scope creep:
http://www.albinodragon.com/blog/book-1-the-pain-of-the-wind-a-lesson-in-scale/
Some categories of games, based on how players use them:
http://pulsiphergamedesign.blogspot.com/2014/03/categorizing-board-and-card-games-by-use.html
Thoughts on variants:
http://hyperbolegames.com/2014/03/18/your-variance-is-showing/
Tips for offering custom art to Kickstarter backers:
http://stonemaiergames.com/kickstarter-lesson-87-custom-art/
Takeaways from Protospiel Houston, useful for any playtesting event:
http://kevingnunn.com/2014/03/18/getting-the-most-from-protospiel-part-4/
Thoughts on using legacy elements in a euro-style game:
http://oakleafgames.wordpress.com/2014/03/18/legacy-elements-in-a-euro-game/
How important is it to have tiebreakers? A BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1140873/how-critical-are-tie-breakers-to-determine-winners
