“As game designers, it is vital not to perceive critical feedback as a personal slight against us or the games we create. Well-intentioned valid criticism can be the spark that drives us to not accept good enough and instead elevate our work to the next level.”
Bruno Cathala on the design process, taking playtest feedback, co-designing, expansions and more:
http://ninjavspirates.libsyn.com/s12e04-design-thoughts-from-across-an-ocean
Zev Shlasinger on founding and running a company, working with a publisher and more:
http://breakingintoboardgames.libsyn.com/breaking-into-board-games-episode-7
Lots of advice for writing rules: where to start, clarity and readability, game terms, examples, repetition, pronouns and more:
http://theinquisitivemeeple.com/2015/12/16/designing-meeples-talks-writing-rulebooks/
Three designers offer advice for making a better prototype:
http://www.huffingtonpost.com/matt-cohen/game-design-playing-with-_b_8802116.html
Tools and tips for long-distance co-designing:
http://theinquisitivemeeple.com/2015/12/15/designing-long-distance/
Lessons in board game design from Netrunner:
https://medium.com/@mezzotero/seven-game-design-lessons-from-netrunner-d7543f5102a6#.hpn9n1kyh
Reasons for a backer to support a Kickstarter campaign:
http://theforbiddenlimb.com/2015/12/12/reasons-for-backing-a-crowdfunding-campaign/
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/
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
