“A designer should work out what people enjoy about their game and then organise the rules such that achieving victory involves doing the enjoyable thing as early and often as possible.”
Mapped endgames done right and done wrong:
http://lawofgamedesign.com/2014/12/15/theory-mapped-endgames
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/
Stats on whether BoardGameGeek ads helped one small publisher:
http://www.funhill-games.com/2014/12/how-useful-are-boardgamegeek-ads
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/
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
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
