“Players who don’t understand your game may be uncomfortable admitting that in a group setting. But these players can offer some of the most valuable feedback to help improve your game, so it is worth following up with people one-on-one.”
A way of looking at board games as the fusion of theme, players, rules and components:
http://www.big-game-theory.com/2014/07/towards-grand-unified-theory-of.html
The Ludology podcast discusses numerous aspects of playtesting with Gil Hova (@gilhova):
http://ludology.libsyn.com/ludology-episode-84-the-playtests-the-thing-0
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.”
