“Sometimes you have to cut your favorite mechanism from a game to make it better. Use it in a different design, new scenery may help.”
Cardboard Edison’s Favorite Tips & Resources – March 2015
/This month’s roundup of useful board game design links features practical advice for making board games a sustainable endeavor, important reminders about playtesting, notes on a taboo game mechanism and more.
industry:
publishing:
- Preliminary steps to take before moving into board game publishing
- Detailed information for how to request a quote from a manufacturer
playtesting:
- The post hoc fallacy in playtesting: why happy players might not be enjoying your game
- “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
- “If someone plays your game and says it’s great, insist that they give you one piece of criticism, no matter how small. After disclosing one complaint, many more might follow.” – Chris Gosselin
process:
- “We’re all just making this up as we go along. Experiment with crazy ideas when you’re designing.” – Matt Leacock
- “Pay more attention to the ideas that return to you. They strike a chord for a reason.” – Jay Treat
theory:
Cardboard Edison is supported by our patrons on Patreon.
SENIOR INVENTORS: Steven Cole, Richard Durham, Jeff Johnston, Matthew O’Malley, Isaias Vallejo
JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat
ASSOCIATES: Robert Booth, Zachery Cook, Doug Levandowski, Nathan Miller, Marcel Perro
APPRENTICE: Gino Brancazio, JR Honeycutt, Brad Price
What to expect from a Protospiel playtesting event:
http://thegamecrafter.libsyn.com/attending-protospiel-events-with-the-game-crafter-episode-12
The theme for the April 2015 24 Hour Contest is “Grey Ghost Of The Himalayas“:
https://boardgamegeek.com/thread/1346900/24-hour-contest-april-2015
How to avoid wasting a publisher’s time when reaching out to them:
http://www.wiltgren.com/2015/04/01/submitting-your-game-101-dont-waste-the-publishers-time/
How to find a publisher that’s a good match for your design–a BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1345896/finding-publisher-how-do-i-find-good-match
Ways to ease a game’s learning curve:
http://matthewgravelyn.com/learning-a-new-game-painful-vs-painless/
Lessons on pitching from Tabletop Deathmatch:
http://danielsolisblog.blogspot.com/2015/03/5-pitching-lessons-from-tabletop.html
What makes a “thematic” game thematic:
http://islaythedragon.com/featured/thematics-knizia-and-evocative-mechanics/
What should be in a licensing contract:
http://theforbiddenlimb.com/2015/03/24/publishing-contracts/
SEE ALSO: http://cardboardedison.tumblr.com/tagged/contract-terms
The right way to use player elimination:
http://matthewgravelyn.com/designing-for-player-elimination/
“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.”
