When a game company makes the decision to look at your game, they’re going to read the rules and playtest it at least once. It’s going to cost them a few hundred dollars in labor costs, if not more, just to look at your game. So it’s not a decision they make lightly when they read your email and decide whether to look at your project.
— Tom Jolly
Remember that a good design discussion, one filled with disagreement, is not necessarily a sign of discord, but one of passion.
— Grant Rodiek (@HerrohGrant)
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.
— Gil Hova (@gilhova)
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.
— Daniel Solis (@DanielSolis)
A critical skill you must develop is the ability to gather test input regardless of what your testers say or do not say.
— Grant Rodiek (@HerrohGrant)
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.
— Chris Henderson, creator of What?!? Oh… The Game of Couples Banter
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.
— Eric Lang (@eric_lang)
Game designers, look past “Mechanics First” or “Theme First.” There is also “Components First,” or “Emotion First,” or even “Art First.”
— Daniel Solis (@DanielSolis)
Playtest a billion times.
— Scott Almes (@Scott_Almes)