“Before diving too deeply into blind test feedback, find out which rules your testers player incorrectly. Trust me. Your rules suck.”
Exploring the difference between explicit themes and implicit themes:
http://boardgamegeek.com/blogpost/36253/exploring-explicit-vs-implicit-themes
“Have a backup. If that’s regular freelance work, a part time job, or a sugar daddy – whatever it is, just make sure you have enough money to keep the power on and ramen in the pantry. It’s really hard to come up with creative ideas and take bold chances when you’re worried about money.”
What non-abstract game designers can learn from abstract game designers, and vice versa:
http://drwictzboardgames.blogspot.com/2014/11/faculty-lounge-nick-bentley-of-nick.html
Kickstarter lessons learned: playtesting, reviews, price points and more:
http://www.hoggerlogger.com/2014/11/25/kickstarter-what-we-did-right-and-what-we-did-wrong/
A breakdown of the various subjects, settings and scopes that a game’s theme can take on, and how that translates to the player’s experience:
http://boardgamegeek.com/blogpost/36111/players-point-view-theme-and-framing-experience
Pricing a print-on-demand game:
http://danielsolisblog.blogspot.com/2014/11/breakdown-of-pod-pricing.html
