“If you don’t like making your work more marketable, you’re not a designer, you’re an artist.”
2014 Dice Game Design Contest
Deadline: Sept. 30, 2014
http://boardgamegeek.com/thread/1200168/2014-dice-game-design-contest
What are the most important elements of a Kickstarter page? Survey says:
http://www.leagueofgamemakers.com/how-visitors-view-your-kickstarter-page/
Why you should send your Kickstarter backers an update message in the final days of the campaign:
http://stonemaiergames.com/kickstarter-lesson-108-the-final-60-hours/
How to find playtesters?
http://boardgamegeek.com/thread/1200104/how-find-playtesters
How to get to 100 playtests:
http://mvpboardgames.blogspot.com/2014/07/dtow-10-play-testing.html
An alternative way of saying no to a Kickstarter backer:
http://stonemaiergames.com/kickstarter-lesson-107-how-to-say-no/
“If lots of players do something wrong in a game, like consistently misinterpreting how a particular mechanic works, then you either have to spend a lot of effort making it really obvious what they should be doing (by producing reminder cards or lots of rules examples), or you can change the game so that what they were doing is correct. The latter course of action is usually better - fighting human nature is not easy.”
“The key to a fun game is interesting meaningful decisions. If you’re making the same decision all the time, you work out the best answer, so to keep things interesting, you generally want a constantly changing situation. And the best way to do that is through interaction with other players.”
Five beginning steps to prepare for a Kickstarter campaign:
http://www.game-o-gami.com/2014/07/02/kickstarter-and-self-publishing-where-do-i-start/
Board Game Design Forum’s July 2014 Game Design Showdown
Restriction: design a game that uses stacking as a main mechanism
Deadline: July 8, 2014
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-july-2014-game-stacked
The theme for the July 2014 24-Hour Contest is “soccer”:
http://boardgamegeek.com/thread/1195990/24-hour-contest-july-2014
Learning from Zombicide’s success:
http://stonemaiergames.com/learning-from-zombicides-success/
A view of games beyond theme and mechanics: How context is created for players:
http://www.leagueofgamemakers.com/theme-vs-mechanics-the-false-dichotomy/
