A first-time publisher shares lessons learned midway through the process of putting out their first game:
Tips for making publisher contacts at conventions:
http://mvpboardgames.blogspot.com/2014/08/dtow-15-learning-from-wbc.html
Graphic design for game designers: enabling playtesters and tempting publishers:
http://www.leagueofgamemakers.com/putting-the-design-in-graphic-design/
Marketing should begin well before the Kickstarter launch and continue afterward:
http://boardgamegeek.com/blogpost/32902/planning-ahead-learning-market-you-launch
A.J. Porfirio of Van Ryder Games (@VanRyderGames) joins All Us Geeks (@AllUsGeeks) to discuss how Kickstarter has changed, game design, being involved in the community, preparing for your project and more:
http://www.allusgeeks.com/2014/08/the-game-of-crowd-funding-aj-porfirio-interview-08-06-2014/
Should elegance be the ultimate goal of every design? A BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1216130/simple-and-elegant-isnt-what-we-should-all-be-goin
A new designer offers 10 takeaways from his first time pitching to a publisher:
http://boardgamegeek.com/thread/1215917/10-takeaways-pitching-well-known-publisher
“Player incentive and motivation concerns are a huge part of game design. An action in a game can be highly advantageous, but if it doesn’t look advantageous to the players, they won’t try it and will never learn its true value. As a designer, you have to manage the appearance of contingencies as much as the reality of them.”
Money and its use in board games:
http://drwictzboardgames.blogspot.com/2014/08/market-mechanic-lecture-money.html
Nick Bentley on catchup mechanisms, emergent complexity, goal-oriented design and more:
http://boardgamegeek.com/blogpost/32438/designer-diary-caught-catchup-or-my-attempt-deep-m
Why you should try to streamline your game:
“Before you say that your game will lose something if you try to streamline it, be reasonably sure that there isn’t a way that will make it easier on your future players and virtually the same when it comes to the feel of the game and the number of options it provides.”
How to create a sell sheet to get publishers interested in your game:
http://www.leagueofgamemakers.com/how-to-build-a-sell-sheet-for-your-game/
Adding flavor to your game through rules, art and text:
http://www.leagueofgamemakers.com/adding-flavor-to-your-game/
Basic probability for game designers:
http://www.leagueofgamemakers.com/probability-for-game-designers/
