The key to getting published: playing games with strangers:
http://www.leagueofgamemakers.com/the-key-to-getting-published-playing-games-with-strangers/
Tips & Resources for Board Game Designers
The key to getting published: playing games with strangers:
http://www.leagueofgamemakers.com/the-key-to-getting-published-playing-games-with-strangers/
The learning curve: strategies to make replays as approachable as the initial play:
The benefits of a strong development process, using the classic game of Acquire as an example:
http://opinionatedgamers.com/2014/05/29/how-acquire-became-acquire/
The benefits of prototype conventions for designers:
http://mvpboardgames.blogspot.com/2014/05/dtow-4-prototype-conventions.html
How to know when your game needs trimming:
“Adding value to others and forging friendships will significantly increase your chances of succeeding on Kickstarter. Those are the projects that backers gravitate towards. Those are the creators that backers trust in the future, because they’re not just backers anymore–they’re friends.”
A detailed look at the board game manufacturing process:
http://www.flatlinedgames.com/11_production_printing_cardboard_and_cards
Some thoughts for designers who are worried that someone will steal their game idea:
“Failing hurts every time but it’s always worth it if you persist until the game is completed.”
“Protip: put some thought into your responses to feedback and you’ll net very loyal testers. Writing rationale also forces you to think a bit.”
Looking at the “shape” of gameplay experiences–how they unfold for players:
Exploring Games discusses the history and development of worker placement games (starts at 32 minutes):
http://gamerchris.com/2014/05/23/exploring-games-episode-24-exploring-worker-placement.aspx
“It is important to not make too many changes at once, and to playtest any changes you do make thoroughly, with different types of players. Take notes on what works and what doesn’t, make adjustments, and try again.”
A treasure trove of articles about game design from 2000 to 2005:
Daniel Solis (@DanielSolis) on component-first design:
“Grab some dice or cards and just play with them, the old-fashioned way. Explore their physical properties, see what they can do on the table. How heavy are they? How do they fit together? What combinations are possible?”
http://danielsolisblog.blogspot.com/2014/05/3-simple-steps-of-component-first-design.html
“You will significantly increase your chances of success on Kickstarter if your clear vision about why you’re there is directly related to your backers.”
Thoughts on leadership for Kickstarter project creators:
http://stonemaiergames.com/kickstarter-lesson-98-creation-is-leadership/
Something From Nothing offers lots of advice for putting out a print-and-play
The Game Design Round Table on engaging players before they play: hype, expectations, packaging, unboxing, learning rules and more:
http://www.buzzsprout.com/7928/175705-80-anticipation-and-expectations
Ways to lower your Kickstarter funding goal:
http://meltdowngames.wordpress.com/2014/05/20/how-we-lowered-our-funding-goal/