When should you shelve a design?
http://www.leagueofgamemakers.com/ask-the-league-when-do-you-stop/
Tips & Resources for Board Game Designers
When should you shelve a design?
http://www.leagueofgamemakers.com/ask-the-league-when-do-you-stop/
Insights for producing a game with pre-painted miniatures:
Board Game Licensing Contracts - Part 2: Post-Publication (high-resolution image)
Board Game Licensing Contracts - Part 1: Pre-Publication (high-resolution image)
“Try the simple stuff first. Add complexity only when needed.”
Two posts on getting started as a tabletop game designer:
http://www.jamesmathe.com/so-you-want-to-be-a-tabletop-game-designer/
What makes a choice interesting–it should be meaningful, informed and limited:
http://darrellhardy.com/blog/2015/01/19/choice-thoughts-on-game-design/
“The best games have “oh crap, I shouldn’t have done that” moments. Because depth. But also the gateway to a player’s heart is thru learning.”
A method of making solitaire modes for multiplayer games:
http://boardgamegeek.com/blogpost/37830/automa-approach-method-making-solitaire-modes-mult
“Test as early as you can and learn how to ruin your game from the start. Test your game as you are forming the idea. Use a lot of thought experiments.”
Data on daily and monthly trends in Kickstarter success:
http://paulowengames.blogspot.com/2015/01/statistical-review-of-seasonal-effects.html
Rob Daviau (@robdaviaugamer) on exploring false paths, calling it quits, making fixes and more:
http://playersdisconnected.com/an-interview-with-rob-daviau/
“The only way to make a game is to make a game. Then be horrified that it is awful. Then fix it. And repeat. The trick is to not give up, to explore false paths, to find dead ends – and then keep doing it.”
“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/
What is the responsibility of a designer to prevent bad play from ruining a player’s game experience?
Darrell Louder (@getlouder) joins the Happy Mitten Podcast (@HappyMitten) to discuss the Unpub program for unpublished games:
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/