“If something doesn’t feel quite right, it probably isn’t, even if you can’t identify what specifically is wrong. Following that intuition is crucial to game development.”
Two reasons why third-party reviews are important for a game on Kickstarter:
http://blog.lanternsgame.com/2014/08/22/third-party-reviews/
How to run a big event for your game at a con:
http://www.leagueofgamemakers.com/go-big-or-go-home-running-an-awesome-event-at-a-con/
Lessons on stretch goals and backer updates from the Shadow Throne Kickstarter:
http://nothingsacredgames.com/shadow-throne-kickstarter-campaign-periphery/
10 daily actions to build your crowd:
http://stonemaiergames.com/10-daily-actions-to-build-your-crowd/
How to balance an asymmetrical game:
http://hyperbolegames.com/2014/08/25/balancing-the-asymmetry/
10 things to remember about working with “creatives”–artists, videographers, etc.:
http://boardgamegeek.com/thread/1224567/working-creative-people-artists-graphic-designers
“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
