Emotional arcs in board games--and room for design exploration:
http://www.creakingshelves.com/the-6-emotional-arcs-of-stories/
Tips & Resources for Board Game Designers
Emotional arcs in board games--and room for design exploration:
http://www.creakingshelves.com/the-6-emotional-arcs-of-stories/
"Blank playtesting": a way to get your game to the table as quickly as possible:
http://makethemplay.com/index.php/2016/08/04/the-blank-play-test/
Thoughts on offering variable start and end conditions:
Balancing spending options: scaling costs and benefits:
How to use print-and-plays as a designer or publisher (audio):
https://boardgame.business/2016/07/30/how-to-use-print-and-plays/
“Do a lot of playtesting and simulation of plays on your own, before you reach out for possible playtesters: You need to keep them interested in the game, so you should have sorted out all the basics: does it work the way you expected, are there snowball effects, is there something that is too redundant?”
Nearly two hours of detailed advice for new Kickstarter project creators (video)
This month's roundup of favorite board game design links includes an extensive reference list of game mechanisms, advice for finding work in games, ways that game designs can change player behavior and more.
theory:
industry:
playtesting:
process:
“Designers, never hesitate to kill your darlings. It might just make your game better.” - Gil Hova
Cardboard Edison is supported by our patrons on Patreon.
ADVISER: Aaron Vanderbeek
SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Peter C. Hayward, Chris and Kathy Keane (The Drs. Keane), Matthew O’Malley, Marcel Perro
JUNIOR INVENTORS: Ryan Abrams, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat
ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Isaias Vallejo, Matt Wolfe
APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, Michael Gray, JR Honeycutt, Scott Martel Jr., Mike Mullins, Marcus Ross, Sean Rumble, Diane Sauer
Lessons learned from designing an abstract game:
Considerations when designing a game with a large player count (audio):
http://www.buildingthegamepodcast.com/2016/07/24/episode-217-lotsa-players-and-anime-farming/
The requirement for the August 2016 24 Hour Contest is "wedding":
https://boardgamegeek.com/thread/1612782/24-hour-contest-august-2016
“It’s not enough to have a cool theme. It’s not enough to have cool mechanisms. Your game lives at the intersection of its theme and its mechanism.”
“Designers, never hesitate to kill your darlings. It might just make your game better.”
Types of player interaction:
http://www.leagueofgamemakers.com/game-elements-interaction/
Places to promote your board game online:
http://pixygamesuk.blogspot.com/2016/07/the-marketing-guide-links-to-market.html
A game designer's convention packing list:
http://www.leagueofgamemakers.com/a-game-designers-convention-packing-list/
10 ways to market your board game:
http://pixygamesuk.blogspot.com/2016/07/the-marketing-guide-10-ways-to-market.html
How to get people interested in playtesting your game--a Reddit tabletop game designers forum discussion:
A lengthy glossary of tabletop game mechanics:
https://www.reddit.com/r/tabletopgamedesign/comments/4tu27t/tabletop_game_mechanic_list/
Tips for recording the audio of playtesters' feedback: