“My tip for pitching to publishers is to simply be your game’s biggest fan. Be confident in your design when you pitch. Don’t waver or give any indication that it is anything but the best game out there.”
David Short on designing within constraints, knowing your audience, balancing games, making prototypes, questions for playtesters, and more:
http://theinquisitivemeeple.com/2015/12/21/designing-meeples-with-david-short/
Some "designers" think that ideas can be ignored if they don't originate with the designer: the "not invented here" syndrome. This is an example of the ad hominem logical fallacy. Don't be foolish. Evaluate an idea on its *own merits*, not because of where it came from.
On the danger of rejecting others' ideas out of hand
[game mechanic]: The [game mechanic] Game Contest
For games in which the title and the core mechanic are the same
Deadline: Jan. 18, 2016
Prize: publication by Greater Than Games
https://greaterthangames.com/content/a-new-game-design-contest
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/
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."
