On Board Games (@OnBoardGames) discusses marketing for board games:
http://onboardgames.libsyn.com/obg-137-marketing-what-is-it-good-for
SEE ALSO: http://thegamedesignroundtable.com/2014/06/20/episode-84-marketing/
Tips & Resources for Board Game Designers
On Board Games (@OnBoardGames) discusses marketing for board games:
http://onboardgames.libsyn.com/obg-137-marketing-what-is-it-good-for
SEE ALSO: http://thegamedesignroundtable.com/2014/06/20/episode-84-marketing/
“Iteration is the heart of design. Constant cycles of playtesting and tweaking sessions between each cycle are the best way to home in on something that is both balanced and fun.”
Devin Low, the designer of Marvel Legendary, discusses the playtesting process on the NPC Cast:
http://npccast.wordpress.com/2014/07/18/episode-81-legen-dary/
All Us Geeks (@AllUsGeeks) talks with Doug Levandowski from Meltdown Games (@meltdowngames) about running a Kickstarter: scheduling, consultants, interaction with backers and more:
10 insightful playtest questions:
http://www.gamasutra.com/blogs/WesleyRockholz/20140418/215819/10_Insightful_Playtest_Questions.php
“The soul of a designer when a game is pitched, self-published, or on a shelf, should be at peace.”
“Knowing when something is good enough is about recognizing missed opportunities. If those opportunities exist, and they haven’t been explored, you may not know it’s good enough.”
How do you know when good is good enough?
“When you can look at the needs of the market and not just your own personal tastes, your games go much further. You gotta still like and be proud of what you’re designing, of course, or what’s the point?”
Classic Novel Microgame Contest
Deadline: Sept. 15, 2014
Prize: publication by Escape Velocity Games
http://boardgamegeek.com/thread/1205636/classic-novel-microgame-contest
More stats and lessons from Stonemaier Games’ Treasure Chest Kickstarter project:
http://stonemaiergames.com/statistics-from-the-treasure-chest-kickstarter-project/
“As a game designer, you need to worry a lot about the costs of various components because those costs can spell the difference between success and failure of a commercial game release.”
Why component costs are important to the art of game design:
“Beware scope creep. Focus on delivering an excellent and concise experience. There’s always the next game to deliver your other cool idea.”
Eight common mistakes that lead to failed Kickstarter campaigns:
http://www.polyhedroncollider.com/2014/07/your-kickstarter-is-rubbish.html
Using Amazon Fulfillment to ship your Kickstarter project:
James Ernest (@cheapassjames) on Kickstarter: ads, art, earnings and more:
http://www.leagueofgamemakers.com/kickstarter-questions-with-james-ernest/
“When the Kickstarter marketplace tells you that your project isn’t interesting, you should believe them. This is so much better than printing a game and then figuring out that you can’t sell it!”
The Game Design Round Table discusses open and hidden information in games:
http://thegamedesignroundtable.com/2014/07/15/episode-88-what-you-dont-know-can-hurt-you/
How to determine whether your game is a good fit for Kickstarter:
http://news.thegamecrafter.com/post/91958856549/is-my-game-good-to-kickstart