Enter every discussion knowing what works with your game and what isn’t currently working. Design is an art, but development can be more scientific.
— Grant Rodiek (@HyperboleGrant)
Never make changes to your game just to change stuff. Understand fully what the problem is that you’re trying to solve and why you think the change will address it. Otherwise, you will meander for months or years with no forward progress.
— Grant Rodiek (@HyperboleGrant)
Thematic design is about players making intuitive decisions that appropriately mimic their thematic equivalent.
— Grant Rodiek (@HyperboleGrant)
If you receive a negative review, and you will, you’re allowed to do one thing: Post, “Thanks for the review.” You may also try, “I’m sorry you didn’t enjoy the game. Thanks for the review.”
— Grant Rodiek (@HyperboleGrant)

Cardboard Edison's Favorite Tips & Resources - September 2014

In this month’s roundup, we have an in-depth interview with Matt Leacock, a thoughtful post on exoticism in board games, a new source for prototyping icons, Kickstarter advice for before, during and after the campaign, and lots more!

#featured:

#theory:

#industry:

#prototyping:

#publishing:

#playtesting:

#process:

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When you create a game, be proud of it, and want to show it off. If you’re not excited about your own game, why would a publisher or potential customer be interested in it?
— Nat Levan (@OakleafGames)