Geoff Engelstein (@gengelstein) discusses humor in games, real-time games, “making stupid things happen” and more:
http://www.shutupandsitdown.com/blog/post/actual-interview-space-cadets/
Tips & Resources for Board Game Designers
Geoff Engelstein (@gengelstein) discusses humor in games, real-time games, “making stupid things happen” and more:
http://www.shutupandsitdown.com/blog/post/actual-interview-space-cadets/
Considerations when using colors, art and keywords to convey information to players:
Thinking about games in terms of how well they suit less-than-perfect players:
Six things that make a game approachable for new players:
Can “playing the odds” offer a compelling game experience? A Reddit tabletop game design forum discussion:
http://www.reddit.com/r/tabletopgamedesign/comments/21xmfj/is_playing_the_odds_fun/
Different ways of creating a semi-coop game. A Reddit tabletop game design forum discussion:
“Are you following me to figure out how to get published as a game designer? Play lots of games and be nice to everyone you meet. The end.”
Jamey Stegmaier (@jameystegmaier) and Game Salute (@GameSalute) discuss money-back guarantees:
http://gamesalute.libsyn.com/21-game-salute-satisfaction-guaranteed-with-jamey-stegmaier
“Work hard so that you can work with the people you most respect who can teach you the most. Don’t partner with fools.”
The theme for the April 2014 24-Hour Contest is “Ninja”:
http://boardgamegeek.com/thread/1148721/24-hour-contest-april-2014
Board Game Design Forum’s April 2014 Game Design Showdown
Design a game for only two players that uses bluffing and misdirection
Deadline: April 8, 2014
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-april-2014-fool-me-once
A detailed look at four U.S. card game manufacturers:
http://gotgeniusgames.com/kickstarter-topic-4-manufacturing-a-card-game/
Our monthly roundup of links and quotes for board game designers is here! This month features some important information for first-time designers, a useful tool for making grid paper, a valuable list of things that should be in a licensing contract and more:
Know what to expect before going into a playtesting event:
http://www.buildingthegamepodcast.com/2014/03/30/episode-96-milwaukee-blues-and-another-hailstorm/
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.”