Ways to add complexity to enhance a game for experienced players without increasing the difficulty for new ones:
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/293
Tips & Resources for Board Game Designers
Ways to add complexity to enhance a game for experienced players without increasing the difficulty for new ones:
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/293
The merits and limitations of using icons on cards:
What causes analysis paralysis, and how can you limit it in your designs?
“While many designers may not want to admit it, the theme, art, and setting of a game can really add to the fun factor. Players have a much easier time getting into and enjoying a game when there’s strong thematic consonance.”
“Dear playtester, the more negative your feedback, the more I need to hear it. Don’t sabotage my game to spare my feelings. That hurts more.”
“Development is working with people who teach you things about your own game that you never would have noticed or were incapable of seeing.”
Using mechanics that enhance the world your game creates for players:
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)