“Listen, listen, listen! When the publisher speaks - really listen to what he/she is saying. Then respond in a way that shows you were listening.”
“Probably most important early on is to get comfortable with the idea of failure and that failing faster is a good thing. Get your game on the table as quickly as you can and in front if as many different players as you can. Get it out of your head and onto the table so it can take on a life of its own and the game can emerge and evolve from interaction with players.”
The difference between price mechanics and price themes:
http://drwictzboardgames.blogspot.com/2014/08/market-mechanic-lecture-prices.html
Exploring race representation in board games and why it matters:
http://www.acrosstheboardgames.net/luke/we-need-diverse-games/
When is a design too complex? A Board Game Design Forum discussion:
http://www.bgdf.com/forum/game-creation/mechanics/when-something-too-complex
Nestorgames Rings Game Design Contest
Deadline: Oct. 31, 2014
Prize: possible publication
http://boardgamegeek.com/thread/1221878/nestorgames-rings-game-design-contest
Tips for navigating a large convention as a publisher or designer:
http://stonemaiergames.com/top-10-lessons-learned-and-highlights-from-gen-con-2014/
Learning lessons from published designs:
http://mvpboardgames.blogspot.com/2014/08/design-tip-of-week-16-lessons-from.html
Advice for setting Kickstarter pledge levels:
http://news.thegamecrafter.com/post/95106242404/pledge-levels
What is a game? The “committee definition”:
http://www.big-game-theory.com/2014/08/defined-by-committee-games-and-language.html
