I can summarize good game design in three words: incentivize interesting behavior. A good game designer figures out fun behavior in their game and steers players to act that way.
— Gil Hova (@gilhova)
I think probably the best advice I have is work on distancing yourself from your project. Be willing to break it and re-form it and think of it as an object distant from yourself. Be willing to push, and bend, and break that thing, and be focused on creating the best experience for the gamers and understand that it’s something you’re making for them.
— Anne-Marie De Witt (@firesidegames)

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

Cardboard Edison is supported by our patrons on Patreon.

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