Tools and tips for long-distance co-designing:
http://theinquisitivemeeple.com/2015/12/15/designing-long-distance/
Tips & Resources for Board Game Designers
Tools and tips for long-distance co-designing:
http://theinquisitivemeeple.com/2015/12/15/designing-long-distance/
Tips for staying excited about a design: a BoardGameGeek designers forum discussion:
Lessons in board game design from Netrunner:
https://medium.com/@mezzotero/seven-game-design-lessons-from-netrunner-d7543f5102a6#.hpn9n1kyh
Designing and marketing a Christian-themed game:
We get deep with the design duo of Ben Pinchback and Matt Riddle talking dice and rondels; with guest host Brian Lewis alongside regulars Daryl Andrews and Sen-Foong Lim
Pointers for designing games with dice and rondels
Reasons for a backer to support a Kickstarter campaign:
http://theforbiddenlimb.com/2015/12/12/reasons-for-backing-a-crowdfunding-campaign/
The perils of designing a game by trial and error:
This is one of the more important screencasts I've made. I try to teach people a method for designing games, one that relies on thinking and problem-solving. Some people appear to use a much free-er form, I daresay sloppy, method, which amounts in large part to trial-and-error (guess and check) and "throwing ?things against the wall to see what sticks."
This is one of the more important screencasts I've made. I try to teach people a method for designing games, one that relies on thinking and problem-solving. Some people appear to use a much free-er form, I daresay sloppy, method, which amounts in large part to trial-and-error (guess and check) and "throwing ?things against the wall to see what sticks."
Lessons learned from the Cauldron Kickstarter: demos, art, emotions, delivery dates and more:
What are the best ways to break a game? A Reddit Tabletop Game Design Forum discussion:
http://www.reddit.com/r/tabletopgamedesign/comments/3wiq8k/what_are_the_best_ways_to_break_a_game/
“This one and the next one and the one after that may not be the finished product, but remember that patience and persistence DO pay off.”
“What do you have passion for? Passion drives completion more than anything else, except maybe deadlines.”
“It is possible to polish a game until there’s nothing left. Instead of perfect smoothness, focus on finding the right texture for your game.”
Ways to mitigate first-player advantage:
http://cardboardarchitects.libsyn.com/episode-16-the-first-player-problem
See also: https://boardgamegeek.com/thread/1487268/good-models-mitigating-first-player-advantage
A list of self-balancing game mechanisms:
http://www.level99games.com/homepage/design-blogs/132-self-balancing-mechanics.html
What notes you should be taking:
The Game Design Round Table (@TGDRT) on when to move on to balancing, royalty-free art, asymmetry and more:
http://thegamedesignroundtable.com/2015/12/08/episode-137-once-more-into-the-mailbag/
“Whatever you think games should accomplish, it’s always better for games to enable players to accomplish that thing instead.”
A discussion of the importance of location to a game's theme:
http://dicehateme.com/2015/12/the-state-of-games-ep-97-the-one-about-location-location-location/
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