Geoff Engelstein on breaking into the industry, co-designing, podcasts and more:
http://breakingintoboardgames.libsyn.com/breaking-into-board-games-episode-10
Tips & Resources for Board Game Designers
Geoff Engelstein on breaking into the industry, co-designing, podcasts and more:
http://breakingintoboardgames.libsyn.com/breaking-into-board-games-episode-10
How various games have addressed the "runaway leader" problem:
https://boardgamegeek.com/geeklist/204332/compendium-solutions-rich-gets-richer-runaway-lead
An overview of the game design process, from prototype to production
Catchup mechanics:Â
Ways of generating gameplay that's engaging in the abstract but that also build interesting narratives:
http://www.3dtotalgames.com/story-vs-mechanics/
Picking components for your game: cost, quality, perceived value, boxes and more:
Mark Rosewater on the difference between choices and options, and the decisions that game designers set up for players to make:
Blunt advice for entering game design contests:
http://www.buildingthegamepodcast.com/2016/01/24/episode-191-contest-woes-and-drafting-drafters/
What makes a game high- or low-ranked on BoardGameGeek:Â
http://meeplezone.com/2016/01/21/what-makes-a-high-ranked-game-data-mining-bgg/Â
Things that drive player behavior during a game: rewards and punishments, scarcity, pivot points and more:
What game mechanisms have the biggest effect on BoardGameGeek ratings?
http://www.ludometrica.org/highly-rated-mechanics-and-other-determinants-of-rating/
The Meeple Syrup show on painful playtests--and why they're necessary
T.C. Petty III on "How to Get Published"
Transparency and opacity: what makes a game mechanism transparent or opaque, how they work (or fail) in existing games, and how to use them to incentivize players to make interesting plays:
Pointers for working with a publisher during the publication process (starting at 51:30):
Advice for board game designers in Malaysia:
Korea Boardgames Design Contest
Deadline: April 1, 2016
Prizes: cash and publication
http://boardgamegeek.com/thread/1509434/kbg-design-contest-2016
Ways to increase a game's depth:
Resources: what they are, their role in games, and how designers can use them:
Why you should ask playtesters, "How did the game make you feel?"
http://www.wiltgren.com/2016/01/18/a-simple-way-to-get-great-playtesting-feedback/