“When in doubt, avoid adding complexity to your game. While it’s important to ensure that your game has enough depth and replay value, too much complexity can easily doom a game.”
Ludology talks with Emerson Matsuuchi of Nazca Games (@NazcaGames) about hidden movement and programmed movement:
http://ludology.libsyn.com/ludology-episode-106-hide-and-seek
Kim Brebach of Secret Base Games (@SecretBaseGames) discusses international shipping and fulfillment on Kickstarter with Chaos Publishing (@ChaosPublishing):
http://www.chaospublishing.com/2015/06/11/ep-3-pitching-to-the-world-w-kim-brebach/
The cast of Flip the Table (@tableflipsyou) joins The Cubist (@CubistPodcast) to discuss what makes games good–and bad:
http://www.thecubistpodcast.com/podcast/2015/6/10/episode-4-signs-of-greatness
Tips for publishers working with artists:
http://theforbiddenlimb.com/2015/05/17/working-with-an-artist/
The Gaming Careers podcast on how to tackle a large project by dividing it into smaller pieces:
http://www.thecompanybard.com/tgc-040-david-sanheuza-breaking-apart-the-vision/
The Game Design Round Table (@TGDRT) discusses collaborating on game designs:
http://thegamedesignroundtable.com/2015/06/03/episode-126-collaboration/
10 cost-saving tips for tabletop publishers:
http://meeplemechanic.com/specials/top-10-cost-saving-tips-for-tabletop-publishers/
Thoughts on the importance of theme in cooperative games:
http://paulowengames.blogspot.com/2015/06/importance-of-theme-in-cooperative-game.html
Advice for making time to design when real life happens:
https://boardgamegeek.com/thread/1379846/life-universe-and-playtesting-being-creative-when
Cardboard Edison’s Favorite Tips & Resources - May 2015
/This month, our roundup of great board game design links features the latest in our series of infographics on licensing contracts, networking tips, PNP advice and more.
featured:
process:
rules:
playtesting:
- “You can never playtest enough. If you think you are done, you are not. Playtest some more.” - Jon Gilmour
industry:
prototyping:
theory:
- Data and tips for designing two-player games
- “So many people talk about theme and mechanism as if they’re mutually exclusive, as if starting at one precludes ever adapting to the other. But where you start really doesn’t matter. It’s where they intersect at the end. Your game’s story won’t be told through flavor text. It’ll be told at the intersection of where your theme meets its mechanism.” - Gil Hova
Cardboard Edison is supported by our patrons on Patreon.
SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallej
JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Trea
ASSOCIATES: Robert Booth, Zachery Cook, Doug Levandowski, Nathan Miller, Marcel Perr
APPRENTICES: Gino Brancazio, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price
