The ingredients of tabeau-building games:
http://boardgamegeek.com/thread/1278943/taking-tableau-games-where-theyve-never-gone
Tips & Resources for Board Game Designers
The ingredients of tabeau-building games:
http://boardgamegeek.com/thread/1278943/taking-tableau-games-where-theyve-never-gone
The theme for the December 2014 24-hour contest is “solstice”:
http://boardgamegeek.com/thread/1278694/24-hour-contest-december-2014
How to attract playtesters, run blind playtests and track feedback
Audio version: http://theforbiddenlimb.libsyn.com/when-is-your-game-ready-part-1-ep3
Strategies for dealing with the “creator’s dilemma”–balancing production and consumption:
http://darrellhardy.com/blog/2014/12/02/the-creators-dilemma/
The Meeple Syrup vidcast (@MeepleSyrup) asks board game reviewers what designers and publishers can do better
Board Game Design Forum’s December 2014 Game Design Showdown
Deadline: Dec. 16, 2014
Prize: publication by MSP Games
Signups are open for the 2015 Stonemaier Games Design Day. Date TBD in St. Louis:
https://docs.google.com/forms/d/1Wq004_aNpLZeEEWqA0mH0ZMi-pIUs4gcLgq9sb0OzFo/viewform
(If you attended the 2014 event, you will automatically receive an invitation to the 2015 event.)
This month’s roundup of useful board game design links features advice for organizing your rulebook, playtester feedback forms, a reminder about objectivity when designing, and interviews with two giants of the industry.
#rules:
#theory:
#playtesting:
#process:
#industry:
Cardboard Edison is supported by our patrons on Patreon.
SENIOR INVENTOR: Richard Durham
JUNIOR INVENTORS: Jay Treat, Stephen B Davies
ASSOCIATES: Zachery Cook, Nathan Miller, Doug Levandowski
APPRENTICE: Brad Price
Bruno Faidutti discusses his article about how board games use cliches and stereotypes as shortcuts to generate theme:
http://ludology.libsyn.com/ludology-episode-93-the-truthiness-of-board-game-themes
“Even if you’re happy with your theme, I challenge you to come up with 3 or 4 different ideas it could be instead. You may just find something you like even more and makes your game stand out.”
“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
“Letting yourself get too close to a game will prevent you from seeing problems that are obvious from the outside. For the sake of your game, take a step back and try to maintain a level of rationality when making design decisions.”
Problems in game design that can result from unchecked emotion:
“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/
What do you do when you discover that your killer idea is someone else’s killer idea?
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
11 more need-to-knows about game design