“It’s misguided to blame players for not seeing a mistake they often make. The designer’s job is to make the gameplay as clear as possible.”
How (not) to shoot a how-to-play video--advice from April 1 (audio):
http://theforbiddenlimb.libsyn.com/how-not-to-make-a-how-to-play-video-ep-54
How attending playtesting conventions can help you avoid common game design problems (audio):
https://www.buzzsprout.com/4646/494323-ep-258-protospiel-san-jose-with-jeremy-commanduer
The requirement for the April 2017 24-hour contest is "puns":
https://boardgamegeek.com/thread/1757080/24-hour-contest-april-2017
Cardboard Edison’s Favorite Tips & Resources - March 2017
/This month our list of favorite board game design links includes answers to a fundamental question about good games, a collection of useful videos about game design, advice for talking to publishers from preparation to pitch to follow-up, and lots more.
theory:
Analyzing the many variables that go into tile-based city-building games
Videos from the 2017 Game Developers Conference's Board Game Design Day (video)
publishing:
licensing:
process:
“If you want to be a creative, cast as wide a net in your life as you can. Read things, try things, do things. That’s where ideas come from.” - Kevin Wilson
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: Peter C. Hayward, Aaron Vanderbeek
SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Koen Hendrix, Chris and Kathy Keane (The Drs. Keane), Marcel Perro, Behrooz Shahriari
JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat
ASSOCIATES: Robert Booth, Stephen B Davies, Doug Levandowski, Aaron Lim, Nathan Miller, Isaias Vallejo, Matt Wolfe
APPRENTICES: Kiva Fecteau, Scott Gottreu, JR Honeycutt, Knight Works, Scott Martel Jr., David J. Mortimer, Mike Mullins, Marcus Ross, Sean Rumble, Diane Sauer
Lessons for designers and publishers after playing more than 5,000 games (audio):
http://www.boardgamedesignlab.com/lessons-learned-from-playing-5000-games-with-tom-vasel/
How to test a game for a contest (audio):
http://thegamecrafter.libsyn.com/testing-games-for-contests-at-the-game-crafter-episode-116
Tax deductions for board game publishers:
http://www.theindiegamereport.com/publishing-insights-taxes/
Analyzing the many variables that go into tile-based city-building games:
http://www.mechanics-and-meeples.com/2017/03/27/the-design-and-care-of-a-tile-based-city-builder/
Reasons to not play your own game during testing:
http://www.bgdf.com/forum/game-creation/playtesting/playtesting-advice-dont-play-your-own-game
How to create tension in board games:
http://makethemplay.com/index.php/2017/03/23/creating-tension-in-board-games/
How to organize a design space (audio):
http://www.boardgamedesignlab.com/how-to-organize-a-design-space-with-sen-foong-lim/
“Look at your theme, really look at it. What is it made of, what does it do, how does it do it, why, when, where? All of it. Take it apart and really look at what you have. Stop trying to make a ‘game’ when you can make an experience, something the players will talk about and feel like they were involved. ”
