“Designers can especially become attached to clever parts because we want to do really original mechanics. But you have to be ruthless. If it slows the pace of the game too much, makes things too confusing, messes up other parts of the game somewhat, or anything like that — it’s a candidate for the chopping block. A good pace is a virtue unto itself.”
— Dan Schnake
“Be as objective as you can without discouraging yourself. Be as hard on your own games as you are to the games that you play on a normal game night, but don’t let that discourage you and let you stop making games.”
— J. Alex Kevern (@AlexWithIdeas)
“If you want to design games for a living, you always need to have WAY more excellent ideas than time. Like, a 10:1 ratio is a good start.”
— Eric Lang (@eric_lang)
“Listen to yourself. If you ever find yourself wanting to apologize for some aspect of your design, take note of it! See if there’s a way you can remove it.”
— Matt Leacock (@mleacock)

The Meeple Syrup vidcast (@MeepleSyrup) discusses co-designing

“When designing games there’s no substitute for actual playtesting. It may work perfectly in your head. That’s usually not true in reality.”
— Ed Marriott (@EdPMarriott)