Be careful listening to what play testers say. The most valuable information I get from play testing is from watching the play testers. What part of the game are they having the most fun with? What part are they frustrated with etc. They will show you this in how they play the game.
— Mike Fitzgerald
If you’re designing a family filler, just keep it as simply as possible. Trim out every rule you can. Get to the bare bones of your game. Eliminate components. Find the most streamlined version of your game that is still fun.
— Scott Almes (@Scott_Almes)
Pay more attention to the ideas that return to you. They strike a chord for a reason.
— Jay Treat (@jtreat3)
The game you’re working on is not the last game you’ll ever work on. There’s an impulse to make the current project contain every clever idea you have, but really I think you can get by with just one or two.
— Daniel Solis (@DanielSolis)
It’s important for game designers to try all kind of games, because it will not only provide inspiration, it will give you a better idea of what you DON’T want to do in your designs.
— Chris Leder
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