It’s important to not only play a lot of games, but to play a different assortment of games. Even ones you may not like. Each game you play is an opportunity to learn something new.
— Isaias Vallejo (@vallejoisaias)
Fear is good, because it comes from a place of caring. If your game design does not cause you fear, you probably don’t care enough.
— Eric Lang (@eric_lang)
If you ignore all feedback and advice, you will fail. If you twist and contort your designs to follow all feedback, you will fail. Listen to your advisors, and weigh their words of wisdom. But you have to make the final decisions, you have to provide the vision.
— Kevin Wilson (@KevinWilson42)
Most game designers have an original idea they’d like to flesh out; I’d encourage you to do that, but if you’re first to market with it, present it well. A great game mechanic, no matter how unique it is, will not sell well if the game that’s wrapped around it sucks.
— Tom Jolly
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.
— Peter Gousis (@MVPBoardgames)

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:

playtesting:

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