What good books can teach game designers:
http://www.wiltgren.com/2015/02/23/what-good-books-can-teach-game-designers/
Tips & Resources for Board Game Designers
What good books can teach game designers:
http://www.wiltgren.com/2015/02/23/what-good-books-can-teach-game-designers/
Gil Hova (@gilhova) on the do’s and don'ts of playtesting, NDAs, writing rules, self-publishing and more:
http://theinquisitivemeeple.com/2015/02/20/designing-meeples-with-gil-hova/
“Your job as a designer is not to please everyone. You can’t be everyone’s favorite game. Make a killer game for someone and you.”
“It is very easy to want to get the game out of the gates as quickly as possible and launch it on Kickstarter or sell it online as soon as possible. Wait. Get it play-tested and refined. Do your research both on the design end and the business end.”
Playtesting brutally: practical advice for putting your game through the wringer:
Applying the “rule of three” to a game pitch, gameplay characteristics and unknown elements:
http://boardgamegeek.com/blogpost/38869/game-design-101-power-three
Lessons learned from Unpub 5: preparation, feedback, teaching, making contacts and more:
When and how to use negative points:
http://danielsolisblog.blogspot.com/2015/02/choice-and-time-when-do-negative-points.html
“Know what you’re getting into. Once you get past the thrill of expressing your creativity, you have to deal with setbacks and criticism. Making a game is fun. Publishing it is business.”
Sources of player dissatisfaction–and suggested solutions:
The benefits of microgames as a design exercise:
https://oakleafgames.wordpress.com/2015/02/11/design-exercise-microgame/
11 games that do roll-and-move right:
How to find–or build–a game design community:
http://www.leagueofgamemakers.com/a-league-of-your-own-building-a-game-design-community/
Reflections on playtesting: making changes, stopping it early, picking players and more:
http://boardgamegeek.com/thread/1318171/reflections-playtesting
11 rules for board game rules writing:
Takeaways from selling down a first print run of a Kickstarter game:
“Playtesting is more about finding where your design needs improvement, rather than validating what you did right.”
Board Game Jam: March 7-8, 2015, in Toronto:
Kickstarter lessons learned: building a community, setting prices, getting reviews, videos, and more:
http://boardgamegeek.com/thread/1315808/post-mortem-necronauts-kickstarter
Clever scoring mechanisms–a BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1317082/clever-scoring-mechanics