Kickstarter lessons learned–“things I’ll never do again”:
http://epicslantpress.com/products/havok-hijinks-lessons-learned/
Tips & Resources for Board Game Designers
Kickstarter lessons learned–“things I’ll never do again”:
http://epicslantpress.com/products/havok-hijinks-lessons-learned/
“Broken is far easier to solve than almost there. In one, your patient’s leg is gone. Easy. In the latter, you have to be House.”
Those who know offer “one piece of advice for a new designer”:
Preparing yourself to run a Kickstarter campaign:
http://news.thegamecrafter.com/post/92641887721/am-i-ready-to-run-a-campaign
Refining your game: using coarse tools or fine tools:
http://boardsandbarley.com/2014/07/23/coarse-vs-fine-editing-your-game/
Matt Leacock (@mleacock) joins The Game Design Round Table (@TGDRT) to discuss designing co-op games, building a franchise, playtesting with video, making a living as a designer and more:
http://thegamedesignroundtable.com/2014/07/22/episode-89-pandemic-with-matt-leacock/
“Set deadlines for your projects and stick to them. Deadlines sharpen the mind and hasten decisions you’ve already really made.”
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: