“If your goal in doing a game is to make a game you want to play, then you are the audience. If your goal in making a game is to sell the design to a publisher, then you need to think of an audience.”
— Scott Nicholson (@snicholson)
“If I design just for myself, I can’t find playtesters. Dead end. I must think about others when I design.”
— Daniel Solis (@DanielSolis)
“I would never design a game I wouldn’t enjoy myself, but knowing who else would enjoy it is also key.”
— Adam McIver (@ad7m)
“The feedback you can never deny: “Your game is good, but not yet great.””
— Andrew Federspiel (@AndrewFdrspl)

“So You Wanna Be A Game Designer”: Ben Rosset (@BenRosset) on getting started as a board game designer and how to get published

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Episode four features Rocket Wreckers, a 2-Player card game where competitors battle each other while riding on the back of a rocketship. The game is designed by Rob Couch.

Rob can be reached at Twitter at @poorly_designed, or you can visit his website at www.poorlydesigned.com

For more, check out his interview with Jared Rosen below where he discusses approaching design from a story standpoint, fighting for a spot on the shelf and that last bit of tuning.

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Rob Couch (@poorly_designed) discusses approaching design from a story standpoint, fighting for a spot on the shelf, and that last bit of tuning

“When using feedback to iterate, focus on trends over a smattering of individual opinions and data points.”
— Grant Rodiek (@HerrohGrant)
“The more experienced you are, the more you take production costs into consideration while developing a game.”
— Uwe Rosenberg, via @boardgamegeek
“It’s possible to be a crazy perfectionist without going perfectly crazy, and it’s possible to find flaws in your best creations and still sleep well at night.”
— Kory Heath (@KoryHeath)

Lessons from board game design applied to user experience, from Matt Leacock (@mleacock)

Game designers discuss community, Kickstarter, analysis paralysis and more on the Something From Nothing vidcast

“A quirky theme is many times a let down. A quirky theme well-integrated into the mechanics, that never disappoints.”
— T.C. Petty III (@PuppyShogun)