Mapped endgames done right and done wrong:
http://lawofgamedesign.com/2014/12/15/theory-mapped-endgames
Tips & Resources for Board Game Designers
Mapped endgames done right and done wrong:
http://lawofgamedesign.com/2014/12/15/theory-mapped-endgames
Everything a Kickstarter creator needs to know about trademark law:
Bruno Cathala discusses scientific game design, creating stories in players’ minds, and more:
http://bluepegpinkpeg.com/2014/12/10/the-seventh-peg-episode-13-bruno-cathala/
The Impressions vidcast discusses getting into distribution amid heavy competition
Stats on whether BoardGameGeek ads helped one small publisher:
http://www.funhill-games.com/2014/12/how-useful-are-boardgamegeek-ads
Richard Bliss (@RichardBliss) joins the Happy Mitten Games podcast (@HappyMitten) to discuss various aspects of board games on Kickstarter:
Travel Game Design Contest
Deadline: Feb. 28, 2015
Prizes: GeekGold
http://boardgamegeek.com/thread/1284082/travel-games-contest-1000gg-physical-prizes
Advice for getting through shipping crunch time:
http://stonemaiergames.com/kickstarter-lesson-130-maintaining-peace-during-shipping-season/
“What I have learned over time is to not rely on one strength, and not to have one fixed methodology when designing games. Designing games is not a science where you have a specific method that you always repeat.”
Reiner Knizia on overdoing your strengths, communicating theme, feeling uncomfortable when designing and more:
Getting written feedback, playtest forms, evaluating test data, playtesting conventions and more.
Audio: http://theforbiddenlimb.libsyn.com/when-is-your-game-ready-part-2-ep4
“When preparing double-sided card sheets for printing, always omit the frame/border from one side. Duplexing isn’t so precise.”
Susan McKinley Ross (@ideaduck) on color and tactile game design, writing rules, the development process and more:
http://thegamedesignroundtable.com/2014/12/09/episode-109-susan-mckinley-ross-and-idea-duck/
What to look for in a production proof:
http://playdatenh.wordpress.com/2014/12/10/making-fun-the-production-proof-process
“I think that the process of design is similar to curation. Ideas already exist. Nothing is original. Select what you need from every source.”
“I can’t repeat this often enough: If most players are playing your game incorrectly, blame the game, not them. Don’t correct; observe.”
“The worst you can do with feedback is itemize a list of comments and address them point by point in your design. Seek trends and patterns.”
“When you first receive feedback for your game, your instinctive reaction _should_ be defensive. Otherwise you don’t care enough.”
“Nobody owes you positive feedback. What you are looking for is honesty, which is often critical and leans negative. That’s a good thing.”
Researching as you go along:
http://boardgamegeek.com/blogpost/36493/how-build-game-40-research-other-games