Root cause analysis and determining problems in your designs:
https://www.buzzsprout.com/48513/331444-episode-7-what-s-wrong-with-my-design
Tips & Resources for Board Game Designers
Root cause analysis and determining problems in your designs:
https://www.buzzsprout.com/48513/331444-episode-7-what-s-wrong-with-my-design
10 things every game needs:
Goal: http://podbay.fm/show/580709168/e/1416586800?autostart=1
Rules: http://podbay.fm/show/580709168/e/1418403000?autostart=1
Interactions: http://podbay.fm/show/580709168/e/1423844400?autostart=1
Catch Up: http://podbay.fm/show/580709168/e/1427473200?autostart=1
Inertia: http://podbay.fm/show/580709168/e/1431706500?autostart=1
Surprise: http://podbay.fm/show/580709168/e/1435335300?autostart=1
Strategy: http://podbay.fm/show/580709168/e/1438359300?autostart=1
Fun: http://podbay.fm/show/580709168/e/1441988100?autostart=1
Flavor: http://podbay.fm/show/580709168/e/1445012100?autostart=1
Hook: http://podbay.fm/show/580709168/e/1449245700?autostart=1
Lots of tools to make game design easier:
http://cardboardarchitects.libsyn.com/episode-15-tools-of-the-trade
“If an idea excites you, get busy and develop it into something unique. Something yours. Most things have been ‘done’ at the genetic level.”
Designing with accessibility in mind: color blindness, typography and ergonomics:
http://playdiabolical.com/2015/12/usability-and-accessibility-in-board-games/
Learning Game Challenge
Design a game where a playful environment creates an opportunity for understanding real world problems and issues.
Deadline: Feb. 29, 2016
Prizes: cash, potential publication, and more
https://www.thegamecrafter.com/contests/learning-game-challenge
What you should know about forming and running an indie game company:
http://legalmovespodcast.com/2015/12/03/episode-23-starting-indie-game-company-brian-henk/
Lessons learned from shipping Bad Medicine: Amazon Fulfillment, street dates, distribution consolidators and more:
http://gil.hova.net/2015/12/02/lessons-learned-from-shipping-bad-medicine/
The requirement for the December 2015 24-hour contest is "angel":
https://boardgamegeek.com/thread/1483296/24-hour-contest-december-2015
What makes a good theme? A discussion of family-friendly themes, getting into a big-box retailer, overused and underused themes, and more:
http://theforbiddenlimb.com/2015/12/02/what-makes-a-good-theme/
December 2015 Game Design Showdown
Pitch a game that starts with as minimal a learning curve as possible, and ramps up as the game progresses
Deadline: Dec. 9, 2015
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-december-2015-learning-game
This month's roundup of great board game design links includes several new entries in our Meaningful Decisions interview series, advice for working with publishers, lessons from a first-time designer, and lots more.
featured:
licensing:
process:
theory:
playtesting:
Cardboard Edison Omnibus 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: Kevin Brusky, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Scott Martel Jr., Marcus Ross, Diane Sauer
Generating ideas and turning them into final products:
Data on player preferences of game length:
https://medium.com/@stbowden/what-s-in-a-game-length-7bc6102a04eb#.d099x710x
Publishers answer the question: How do you decide what games you want to publish?
http://ludology.libsyn.com/ludology-episode-117-publish-or-perish
Lessons learned from failing twice on Kickstarter:
“Study the old, ‘boring’, traditional games and figure out why they work and why they’ve lasted. Find the buried treasures.”
Crowdfunding marketing advice:
http://theforbiddenlimb.com/2015/11/26/crowd-funding-marketing-with-chris-reynolds/
“When altering a design it’s critical that you remember your core objective. Do these changes bring your closer or farther from that, regardless of how they may or may not disrupt the rest of the design.”