The different types of playtesting: how to prepare for each (audio):
http://thegamecrafter.libsyn.com/how-to-playtest-with-the-game-crafter-episode140
Tips & Resources for Board Game Designers
The different types of playtesting: how to prepare for each (audio):
http://thegamecrafter.libsyn.com/how-to-playtest-with-the-game-crafter-episode140
How to write the "setup" section of a rulebook:
Designing good character abilities in co-op games:
https://www.3dtotalgames.com/cooperative-character-abilities/
Methods for keeping your game streamlined, a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1846483/what-are-your-methods-making-streamlined-game
“Express extreme appreciation for negative feedback, so that testers learn they should always speak up about issues.”
“Can you summarise the primary focus of your game into 1-5 words? Everything not supporting that core focus should maybe be cut.”
“At some point, you’ll hate your own game. Keep testing through that valley – but be willing to shelve it.”
How to start a design (audio):
“Every mechanism has problems and advantages. Good design is using them in the best possible way, for a suitable purpose.”
“It’s not a game designer’s job to know how an idea will play. It’s their job to find out.”
Sports-themed games: mechanics, marketability, licensing, challenges, success stories and more (audio):
http://www.boardgamedesignlab.com/fabio-del-rio-on-sports-themed-games/
“Your playtesters’ minor irritants of today are your reviewers’ slams of tomorrow.”
Playtesting advice from panelists at Fan Expo Canada 2017:
http://www.partyhatgames.ca/wp-content/uploads/2017/09/Playtesting-panel-Fan-Expo-2017.pdf
How to find and approach a publisher that is appropriate for your game:
https://boardgamegeek.com/thread/1843829/how-do-you-go-about-finding-and-approaching-publis
Tools for making hex grids and tiles:
https://boardgamegeek.com/thread/1843610/best-tool-making-hex-tiles
“It’s not a game until it’s on the table. Get it on the table. Then you’re a game designer. Congrats!”
The requirement for the September 2017 24-hour contest is "island":
https://boardgamegeek.com/thread/1842445/24-hour-contest-september-2017
Designing elegant games by paying attention to theme, graphic design, time and more:
http://bluecubeboardgames.com/2017/09/01/designing-elegant-board-games/
This month our roundup of favorite board game design links includes new ways of thinking about board games, data on what players are looking for, pitching advice and more.
featured:
process:
Managing your time making a game: years, months, weeks, days, hours and minutes
Game design axioms: starting points for creating good games (audio)
theory:
industry:
licensing:
publishing:
playtesting:
“Know what words you want to hear players using. Those words are a great way to tell if your design is immersive.” - JR Honeycutt
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: 421 Creations, Peter C. Hayward, Aaron Vanderbeek
SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games
JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat
ASSOCIATES: Robert Booth, Stephen B Davies, Scot Duvall, Doug Levandowski, Aaron Lim, Nathan Miller, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Ryan Wilson, Matt Wolfe
APPRENTICES: Darren Broad, Kiva Fecteau, Scott Gottreu, Knight Works, Scott Martel Jr., The Nerd Nighters, Marcus Ross, Sean Rumble
How to tell when playtest feedback is useful or not:
http://brandonthegamedev.com/how-to-tell-when-play-testing-feedback-is-useful-or-not/