The Forbidden Limb (@ForbiddenLimb) discusses how to get buzz for your prototype:
http://theforbiddenlimb.com/2015/01/27/getting-buzz-for-your-prototype/
Tips & Resources for Board Game Designers
The Forbidden Limb (@ForbiddenLimb) discusses how to get buzz for your prototype:
http://theforbiddenlimb.com/2015/01/27/getting-buzz-for-your-prototype/
How to take your small publishing company out of “obscurity mode”:
Publisher Speed Dating at GAMA Trade Show: March 16, 2015 in Las Vegas
http://boardgamegeek.com/thread/1309657/publisher-speed-dating-gts-2014
Basic human activities and their role in the player experience:
The Whose Turn Is It Anyway? podcast (@WhosePodcast) discusses complexity in games:
http://whoseturnisitanyway.com/episode-15-complexity-in-games/
Recommended ways of creating prototype tiles:
http://boardgamegeek.com/thread/1309030/how-make-prototype-tiles
“The goal of playtesting is to make it suck a little less each time.”
Ludology discusses how theme is expressed in games:
http://ludology.libsyn.com/ludology-episode-96-i-have-a-theme
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: