“The sooner you’re testing, the sooner you can move on to testing more.”
A grab bag of recommendations for prototyping components and tools:
http://www.leagueofgamemakers.com/ask-the-league-what-tools-do-you-use-for-game-design/
The levels of playtesting:
http://boardgamegeek.com/blogpost/36322/how-build-game-38-levels-play-testing
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/
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.)
Cardboard Edison's Favorite Tips & Resources - November 2014
/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:
- Tips for writing and organizing rulebooks
- “Game terms are where your game’s mechanics and theme intersect. Choose them wisely.” - Daniel Solis
#theory:
#playtesting:
- Printable playtester feedback form, from The Game Designers Clubhouse: long version & short version
- “Playtest other people’s designs. It’s the best game design education you can have.” - Gil Hova
#process:
- What do you do when you discover that your killer idea is someone else’s killer idea?
- Problems in game design that can result from unchecked emotion
- “Like writing or poetry, I think, perhaps, you need to make a lot of bad games before you can make a great one.” - Matt Leacock
- “Creativity is a muscle, and you need to exercise that muscle. It’s that simple.” - Rob Couch
#industry:
- Tom Lehmann on being a full-time designer, collaboration, designing simultaneous systems, completing your first designs and more
- Peter Olotka, co-designer of Cosmic Encounter and Dune, joins the Ludology podcast to discuss the board game industry, story in games, variable player powers, balance and more
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
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.”
