How several designers use playtesters’ suggestions:
http://kevingnunn.com/2014/05/09/using-playtester-feedback-part-3/
Tips & Resources for Board Game Designers
How several designers use playtesters’ suggestions:
http://kevingnunn.com/2014/05/09/using-playtester-feedback-part-3/
“The argument “because it makes the game easier to balance” is not compelling. Our job is to make the game easier for players, not us.”
“Game designers, look past “Mechanics First” or “Theme First.” There is also “Components First,” or “Emotion First,” or even “Art First.””
A few reminders about how to fail:
http://themetagame.blogspot.com/2014/05/the-greatest-teacher-you-will-ever-know.html
10 ways to survive and thrive on BoardGameGeek:
“Playtest a billion times.”
Should designers solicit playtesters’ suggested solutions to problems? A debate:
http://kevingnunn.com/2014/05/02/using-playtester-feedback-part-1/
http://www.3dtotalgames.com/give-problems-solutions/
http://kevingnunn.com/2014/05/07/using-playtester-feedback-part-2/
An overview of how to refine your game: playtesting, blind testing, events and more:
Haggis designer Sean Ross discusses climbing games:
http://boardgamegeek.com/blogpost/29585/sean-ross-and-the-haggis-memoirs
“Fail often. We learn so much more from our failures than we do our successes. It’s hard to know why something works, it’s easy to spot why it’s flawed.”
Chevee Dodd (@cheveedodd) on open-source design, trying and failing, preparing for a Kickstarter and more:
http://boardsandbarley.com/2014/05/01/im-pulling-for-him-an-interview-with-chevee-dodd/
“Make time for family and friends. Easy to get over-run, or over-excited about a project.”
“Releasing a game is like having a baby, except there’s no taboo on folks saying your baby is hideously ugly. ;-) “My! What an ugly baby!””
“Rulebook Layout Tip: You can usually combine your components overview and setup example into one diagram to save room.”
“Consume knowledge and experience as though starving. Then, go by your gut.”
Game design exercises that aren’t designing games:
“Design tip: do whatever works because people will bitch one way or the other!”
A guide to playtesting events like Protospiel:
“Icons are fine for shorthand, but long-form rules text should have words with icons in parentheses. We read and speak words, not pictures.”
The Cardboard Jungle (@CBJPodcast) discusses what–and what not–to do with your rulebook (discussion begins 58 minutes in):
http://thecardboardjungle.libsyn.com/ep35-breaking-the-rules