How to approach publishers–via email or in person at conventions:
http://www.leagueofgamemakers.com/how-to-approach-a-manufacturer-with-your-game/
Tips & Resources for Board Game Designers
How to approach publishers–via email or in person at conventions:
http://www.leagueofgamemakers.com/how-to-approach-a-manufacturer-with-your-game/
“Remember that a good design discussion, one filled with disagreement, is not necessarily a sign of discord, but one of passion.”
“A playtest where your game breaks? Whether it’s truly a bad playtest is up to you. It could be the most important test of your game’s development.”
A playtest that breaks your game isn’t necessarily bad. Here are some examples of genuinely bad playtests:
A prototyping hack to get perfect cut lines from your paper cutter:
“It really helps to have a short game at Unpub. Players get a tantalizing taste of gameplay and sometimes want to play a second or third time.”
10 ways to address a Kickstarter’s mid-campaign slump:
http://stonemaiergames.com/kickstarter-lesson-95-the-top-10-ways-to-address-the-mid-campaign-slump/
“A critical skill you must develop is the ability to gather test input regardless of what your testers say or do not say.”
How can repeated game elements be improved by thinking of them as background music?
http://oakleafgames.wordpress.com/2014/05/09/background-music-in-board-games
A reminder to look up from your design efforts once in a while:
John Coveyou of Genius Games (@GotGeniusGames) on lining up early Kickstarter backers, searchable titles, turning critics into allies and more:
“Make sure you have enough fans, friends, family, or followers to provide the first 30% of your project’s funding in the first weekend. People ignore ‘losing’ projects, so do the word-spreading, money-asking thing.”
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: