The Game Design Round Table discusses playtesting and the challenges of getting good feedback:
http://thegamedesignroundtable.com/2014/03/25/episode-72-playtesting-2/
Tips & Resources for Board Game Designers
The Game Design Round Table discusses playtesting and the challenges of getting good feedback:
http://thegamedesignroundtable.com/2014/03/25/episode-72-playtesting-2/
Kickstarter lessons in humility: reminders about setting your goal, defining the target audience, offering add-ons and more:
http://www.albinodragon.com/blog/too-big-to-fail-a-kickstarter-lesson-in-humility/
The merits and limitations of putting text on cards:
The value of agonizing over your Kickstarter project page:
http://stonemaiergames.com/live-blogging-lesson-4-the-value-of-agonizing-over-your-project-page/
Five mistakes that will kill your Kickstarter project:
https://www.buzzsprout.com/4646/160570-5-mistakes-that-will-kill-your-kickstarter-project-ep-191
“Having limitations and guidelines helps focus a design. Boundless design can be good, but it can also cause designs to wander.”
What makes a game easy to teach or hard to teach?
The stages of game development:
Narratives in board games, the value of story-rich games, and ways to design games with stronger fictions:
http://www.mostdangerousgamedesign.com/2014/03/crafting-games-with-immersive-narratives.html
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/
The Something From Nothing vidcast discusses handling feedback, with Luke Peterschmidt (@LPeterschmidt) and Ben Rosset (@BenRosset)
“Playtesters will hurt your feelings. That is your attachment, not your true self, that is suffering. You must detach and let them teach you.”
A template for writing and laying out rules cards for DriveThruCards products, via Daniel Solis (@DanielSolis)
The tools to create a niche game are available to you:
“Rule of thumb for game design, at least for me–information is twice as overwhelming than you’ll typically consider when conceptualizing.”
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.”
Scoring intervals: fixed, variable and player-controlled: