Australian playtesting events for October 2014:
http://www.reddit.com/r/tabletopgamedesign/comments/2ii18e/australian_playtest_events_october/
Tips & Resources for Board Game Designers
Australian playtesting events for October 2014:
http://www.reddit.com/r/tabletopgamedesign/comments/2ii18e/australian_playtest_events_october/
The theme for the October 2014 24-hour game design contest is “pumpkin”:
http://boardgamegeek.com/thread/1248370/24-hour-contest-october-2014
How designers can approach difficult themes in board games:
Creating tension through the decision-resolution cycle:
http://www.boardgamegeek.com/blogpost/34527/creating-tension-through-decision-resolution-cycle
Ignacy Trzewiczek (@trzewik) joins Something From Nothing to discuss thematic games, publishing mistakes, starting out as a designer, taking advice and feedback, and more
“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.”
“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.”
What do you do when a tester says, “You removed my favorite feature"?
http://hyperbolegames.com/2014/10/06/ignoring-kind-feedback/
How to maximize the benefit of a given theme to the game’s overall experience:
“Thematic design is about players making intuitive decisions that appropriately mimic their thematic equivalent.”
How to research a theme:
Making Kickstarter campaign decisions by asking, “Who does it benefit?”:
http://www.leagueofgamemakers.com/reflection-1-backers-first/
“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.””
Card games vs. board games: Why some players are turning to smaller card-based games:
http://pulsiphergamedesign.blogspot.com/2014/10/really-small-games-card-version.html
Using reviews to improve your designs:
http://hyperbolegames.com/2014/10/02/using-reviews-to-improve-games/
Board Game Design Forum’s October 2014 Game Design Showdown
Create a game where the packaging is a significant element in the game’s play.
Deadline: Oct. 8, 2014
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-october-2014-thinking-inside-box
Categories of win conditions and game-end triggers–a Reddit tabletop designers discussion:
How a design can get stuck in a ditch, and how to get it back on track:
http://thegamedesignroundtable.com/2014/09/30/episode-99-stuck-in-the-ditch/
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!
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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?”