Making Games 101: answers to some basic questions that first-time game creators have about manufacturing:
Tips for notifying a previous project’s backers about a new project:
http://stonemaiergames.com/live-blogging-lesson-3-updating-previous-projects/
Using manufacturing considerations to guide design choices:
http://oakleafgames.wordpress.com/2014/03/24/manufacturing-as-a-design-tool/
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/
