The Building the Game guys (@PodcastBTG) reveal lessons learned pitching games for 100 episodes:
http://www.buildingthegamepodcast.com/2014/04/27/episode-100-100-episodes-and-all-the-pitches/
Tips & Resources for Board Game Designers
The Building the Game guys (@PodcastBTG) reveal lessons learned pitching games for 100 episodes:
http://www.buildingthegamepodcast.com/2014/04/27/episode-100-100-episodes-and-all-the-pitches/
“Most games can live with thinner cards or smaller tokens or what have you, but a good dexterity game lives by its components.”
Advice to those dreaming of designing a game: You will fail.
http://boardgamegeek.com/blogpost/29529/advice-to-those-dreaming-of-designing-a-game
The psychological benefits of ending Kickstarter pledge levels with the number 9:
Dan Cassar (@maltezefalkon) on the four elements of fun games, making something enjoyable to both gamers and non-gamers, and more:
http://boardgamegeek.com/blogpost/29315/dan-cassar-on-building-arboretums
How to submit your game to BoardGameGeek–step-by-step instructions:
https://thisisthefront.wordpress.com/2014/04/27/posting-your-game-to-boardgamegeek/
“Demo tip: Sell the person on the game not on purchasing a copy…especially when doing it for reviewers/bloggers/podcasters.”
How to design a worker placement game–building from others’ designs, reducing analysis paralysis, and calculating the value of actions:
http://www.leagueofgamemakers.com/how-to-design-a-worker-placement-game-part-2/
“Playtest ASAP. Often more design happens during playtesting than the design phase itself.”
“Playtesting has a way of revealing “oh hey, this game should never exist.” But if you leave a first playtest thinking “but THIS part didn’t totally suck,” keep going.”
“Most significant barrier to design and publishing your first game is… you. Dedicate time and energy and you will do it.”
“Seeing how intuitive playtesters find various mechanics is a great way to determine what to streamline.”
“It becomes emotionally easier to streamline after you’ve designed a bunch of games. Ideas less precious.”
“What can I cut while still keeping the core experience intact?”
“The HARDEST part of design is follow-through. PLENTY of amazing ideas never get made because design is hard.”
“What’s fun? What is the big thing that’s fun to do? Augment that, chop off things that don’t matter.”
“If you really have game design on the brain, inspiration will come from every aspect of your life.”
“It is easy to get a game half-done, and not so difficult to take it to 75%. The other 25% may never come.”
“The reason games are reskinned by publishers is because the designer does a poor job of identifying the market.”
“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.”