“Playtesters enjoying the game doesn’t imply there is nothing to change, and vice versa.”
— John Brieger
“Never forget how important hope is to your players. The longest odds make the greatest moments.”
— JR Honeycutt
“Even if you work alone, you *really* need blind playtesters who don’t care about your feelings. That’s how good games get made.”
— Brandon Rollins
“Instead of: ‘That question’s answered in the rules.’ Think – ‘Can I prevent anyone needing to ask the question?’”
— John Brieger
“As a designer, you go deep into the mechanisms and begin to form strong opinions as you work through the game in your mind’s eye. You begin to know all the details by heart. Nevertheless, it is extremely important to test every detail, and patiently make notes for improvements because conflicts arise when a change clashes with other existing rules.”
— Max Wikström
“Mediocre but not terrible games tend to generate less discussion – try prompting with specific moments from play.”
— John Brieger
“Record extra gamestate data at the end of tied games, so later, you can see how different tiebreakers would work.”
— John Brieger