The Game Crafter’s Killer Gamer’s Remorse Challenge
Create a game with player elimination
Deadline: May 4, 2015
https://www.thegamecrafter.com/contests/killer-gamer-s-remorse-challenge
Tips & Resources for Board Game Designers
The Game Crafter’s Killer Gamer’s Remorse Challenge
Create a game with player elimination
Deadline: May 4, 2015
https://www.thegamecrafter.com/contests/killer-gamer-s-remorse-challenge
Randy Hoyt (@randyhoyt) of Foxtrot Games joins the Game Design Round Table (@TGDRT) to discuss the art of publishing: refining a design, changing themes, finding a design to publish and more:
http://thegamedesignroundtable.com/2015/02/24/episode-119-foxtrot-games-with-randy-hoyt/
“Focus on 1. Fun, 2. Decisions, 3. Interaction. If they aren’t enjoying themselves, nothing else matters.”
Richard Garfield joins the Ludology podcast to discuss the evolution of the board game industry, design philosophy, types of players and more:
http://ludology.libsyn.com/ludology-episode-98-gathering-the-magic
Jay Cormier of the Bamboozle Brothers (@bamboozlebros) on games designers should study, prototyping, managing multiple designs, questions for playtesters, pitching publishers, considering manufacturing, rulebook structure and quite a bit more:
http://theinquisitivemeeple.com/2015/02/23/designing-meeples-with-jay-cormier/
“Play a lot of other people’s games. It will give you a lot of insight into how other designers work, and may help you build up a good network of people to help you in your process.”
“Don’t be afraid of getting your designs stolen. Your games won’t be any good if you don’t openly share them with as many strangers as possible to get honest feedback.”
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/