“No one wants to read the rules (well, almost no one). Don’t give the reader any more reason to regret having to read them, than he or she has to begin with!”
Why it’s worth entering design contests–and what to expect when you do:
http://www.leagueofgamemakers.com/game-design-contests-are-they-worth-it/
What gives a game a rewarding moment for players?
http://hyperbolegames.com/2014/09/15/pre-baking-with-dopamine/
6 tips for designers to make their game more replayable:
http://www.mofbg.co.uk/2014/09/lessons-on-re-playability.html
SEE ALSO: http://hyperbolegames.com/2014/09/11/designing-for-the-deep-dive/
How to do Kickstarter outreach: reviews, previews, interviews, podcasts and game stores:
http://nothingsacredgames.com/shadow-throne-kickstarter-outreach-part-i/
The BoardGameGeek designers forum discusses what characteristics define different countries’ game design styles:
http://boardgamegeek.com/thread/1234451/japanese-game-design
Questions to ask yourself before deciding to launch your game on Kickstarter:
http://boardgamegeek.com/blogpost/33884/article-1-kickstart-or-not-kickstart
Amanda Milne of SchilMil Games on playtesting, learning about the industry, codesigning and more:
http://clubfantasci.com/women-board-games-david-lowry-interviews-amanda-milne/
What qualities will help a game stand up to repeated plays?
http://hyperbolegames.com/2014/09/11/designing-for-the-deep-dive/
What mechanics give players a sense of adventure and wonder? A Reddit tabletop designers forum discussion:
http://www.reddit.com/r/tabletopgamedesign/comments/2fzzfe/designing_adventure/
The benefits of including a $1 reward level in your Kickstarter campaign:
http://stonemaiergames.com/kickstarter-lesson-113-why-every-project-should-have-a-1-reward-level/
