Take advantage of your resources like local game stores to run demos of your game to get feedback. If you are only playing your prototype with friends and family, you are missing out on opportunities.
— Ray Wisneski
Listen for the heart of the feedback. Playtesters can’t always find the exact mechanism, but they know what part they liked & didn’t.
— Peter Gousis
Letting go of a design is a hard thing for a designer to do, but holding on to a design long after it is viable can waste your time, energy, and passion.
— Nat Levan
Try to play your game as quickly as possible. Find out whether your core idea has the spark to be interesting. Don’t think about it; try it. Forget about balancing, artwork and UI. Instead try to define what you consider to be the core mechanisms, and test whether they are fun at all.
— Asger Sams Granerud

Cardboard Edison’s Favorite Tips & Resources - April 2016

This month, our roundup of favorite board game design links includes a thorough checklist for designers, fascinating articles on key game concepts, practical advice for a pitching tool and lots more.

featured:

process:

theory:

playtesting:

licensing:

publishing:


Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Peter C. Hayward, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Ryan Abrams, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro, Matt Wolfe

APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, Michael Gray, JR Honeycutt, Scott Martel Jr., Mike Mullins, Marcus Ross, Sean Rumble, Diane Sauer

If you’re a first-time game designer, be very careful of the word ‘and.’ It is so easy to add a rule to a game, and the best game designers spend all of their time taking rules out.
— Luke Peterschmidt