“Some ideas are bad ideas, and you realize that once you get a prototype. Some games are good ideas, but you get stuck and put it aside and never go back. The trick is to be able to discern what is a bad idea, and what is a good idea that needs work.”
How to keep players trading in a trading game:
http://drwictzboardgames.blogspot.com/2015/01/trade-mechanic-equilibrium-in-board.html
Advice for designing games with your partner:
http://www.leagueofgamemakers.com/it-takes-two-to-make-a-game-go-right/
Data on the value of a solo mode to a game’s success–and tips for how to approach designing one:
http://stonemaiergames.com/the-compelling-power-of-solo-play-for-tabletop-game-kickstarters/
Data on how much offering a print-and-play copy helps a Kickstarter campaign:
http://www.jamesmathe.com/does-a-print-play-version-of-your-game-help-sales/
Guidelines for great art in board games:
http://www.acrosstheboardgames.net/nicole/what-makes-great-art-in-games/
The Long View podcast (@Longviewpodcast) discusses the characteristics and popularity of dice games:
http://boardgamegeek.com/boardgamepodcastepisode/135031/long-view-dice-games
Thoughts on unique player powers:
http://lawofgamedesign.com/2015/01/09/theory-rules-for-player-powers/
Michael Lee and Brent Kinney of Panda Game Manufacturing (@pandagm) discuss the process of manufacturing board games on the Plaid Hat Podcast (@PlaidHatGames):
http://plaidhatpodcast.libsyn.com/163-manufacturing-with-pandas
Thoughts on goals besides winning:
http://drwictzboardgames.blogspot.com/2015/01/thoughts-on-winning-goals-besides.html
