“Don’t give up on a game just because you aren’t doing anything with it. Let it sit, let it collect dust (literal and/or figurative dust), or even forget about it for a while. But don’t give up on it. Don’t be afraid to let the game sit while you think of how to improve it. Games aren’t created overnight, and they sometimes need a chance to grow.”
Industry survey on liked and disliked game themes and mechanisms:
http://dailyworkerplacement.com/2016/03/21/survey-results-5-the-games-we-play/
Advantages of co-designing:
http://goplaylisten.com/games/board-game-design-five-reasons-to-co-design/
Unsatisfying victories your design should avoid:
http://www.mechanics-and-meeples.com/2016/03/21/the-dissastisfaction-of-victory/
Designers share their design tenets:
https://twitter.com/HyperboleGrant/status/711275778130882560
Tim Fowers on making board games independently, going full-time, direct sales and more:
http://thegamedesignroundtable.com/2016/03/17/episode-142-tim-fowers/
How to handle criticism:
http://www.leagueofgamemakers.com/i-survived-my-worse-playtest-and-review-ever-and-so-can-you/
5 mistakes to avoid when manufacturing in China:
http://stonemaiergames.com/top-5-mistakes-to-avoid-when-manufacturing-in-china/
How to design games for non-gamers, or gateway games:
https://boardgamegeek.com/thread/1541868/how-design-games-non-gamers
2016 Canadian Game Design Award
Deadline: May 31, 2016
Prizes: cash and plaque
Creating unpredictability for an AI opponent in a solo variant:
http://theinquisitivemeeple.com/2016/03/14/predictable-unpredictability/
Part 1: http://cardboardedison.com/blog/guest-post-the-basic-elements-of-solo-variant-design
Button Shy Wallet Game Contest
Deadline: May 8, 2016
Prizes: cash and possible publication
http://buttonshygames.com/pages/button-shy-wallet-game-contest
