Suggestions for how to limit analysis paralysis in players:
http://boardgamegeek.com/blogpost/37999/how-build-game-49-how-fix-things-1
Tips & Resources for Board Game Designers
Suggestions for how to limit analysis paralysis in players:
http://boardgamegeek.com/blogpost/37999/how-build-game-49-how-fix-things-1
Ways to generate satisfaction in players:
“The most important aspect of designing small, light games, is to make sure they have plenty of hard decisions to make in them.”
“Playtesting is the lifeblood of game design. It’s not just a way to make sure your game works, it’s a way to reveal questions that you can answer, even after you think the game is totally done.”
10 need-to-knows to make a good hobby game
The Meeple Syrup vidcast discusses licensing contract terms with David Short and Cardboard Edison
“Quickly commit to an idea to test it out. Quickly abandon the same idea if it doesn’t pan out.”
“Absolutely love your design. Ask people to point out its flaws.”
How to decide if your game should be turn-based or round-based:
http://boardsandbarley.com/2015/01/23/set-phaser-to-stun-a-discussion-of-phases-vs-turns/
“Design gameworlds that you truly want to inhabit, and draw inspiration from things other than just other games.”
“If your own designs aren’t among your very favorite games, then you might need to work harder to design games you like.”
Alf Seegert on persistence, patience, liking your own games, forcing a design, playtesting processes and more:
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.”