When play testing a game, if a player asks “can I do this fun thing?” The answer should almost always be “yes!”
— Matthew O'Malley (@BlackOakGames)
Think about why your tester said something, not just what they said.
— Paul Peterson (@warewolf00)
Make it smaller. Then make it smaller again. Until you can’t anymore.
— John du Bois (@JohnduBois)
Surround yourself with people who will encourage you and will never, ever let you get by with subpar work.
— Jason D. Kingsley (@JasonDKingsley)
Don’t start with what players do, but rather what you want players to think about. Then focus the mechanics from there.
— J. Alex Kevern (@AlexWithIdeas)
Don’t add something to your game just because it should be there. Add it because it can’t be left out.
— Nat Levan (@OakleafGames)
If you want your game to be published, consider the publisher part of the audience.
— Steven Cole (@steveongames)
Designing a game is an exploration. Guess to start. Seek to learn. No decision is final that isn’t informed by play.
— Jay Treat (@jtreat3)
The ending of a game should feel consistent with the rest. Once the middle is fun, try different ways to end it.
— Randy Hoyt (@randyhoyt)
Listen intently to your playtesters, but rarely do what they say. You must filter the info to deduce the real problem.
— David Short (@dshortdesign)
There are types of gamers, know which type you are designing for and remember, it’s not always you.
— Luke Peterschmidt (@LPeterschmidt)
Test your Minimum Viable Game. Don’t work on a broken game longer than you need to.
— @AndHeGames
Note which rule or mechanic players always get wrong the same way. Try to make it actually work that way.
— Darrell Hardy (@HardyTales)