Cardboard Edison’s Favorite Tips & Resources - August 2015

Our monthly roundup of excellent board game design links and tips this month includes an interesting method of solo testing, practical advice for pitch sessions, some reminders about the industry and more…

theory:

playtesting:

process:

licensing:

industry:

  • “If you want your game to be published, consider the publisher part of the audience.” - Steven Cole
  • “You have to have a thick skin in any business, and this one is no exception. Name any game and there are people who won’t like it. Sure it’s hard to hear, but as long as there are plenty of good reactions as well, it’s not the end of the world.” - Sean Scott Garrity

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SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro

APPRENTICES: Gino Brancazio, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price, Diane Sauer, Dan Sinensky

Always keep your goal in mind. Why are you making the game? The answer will determine your audience.
— Cole Medeiros (@TheGubsGuy)
Test your game in chunks. If you are designing a big game make sure the most important part is working before adding too much chrome.
— Peter Gousis (@MVPBoardgames)
A game cannot please all of the people all of the time; take critical points of view under consideration, but don’t let them drag you down or send you off on a tangent.
— Eric Jome
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)