18 New Year's resolutions for board game designers:
http://brandonthegamedev.com/18-new-years-resolutions-for-board-game-devs/
Tips & Resources for Board Game Designers
18 New Year's resolutions for board game designers:
http://brandonthegamedev.com/18-new-years-resolutions-for-board-game-devs/
“Before you spend hours and hours writing content for a prototype, playtest the core, core mechanic of your game. If that isn’t at least a little fun before any content is added, it’s not worth making.”
Two articles exploring potential ways of designing a game's endpoint:
http://www.gamesprecipice.com/endings/
http://makethemplay.com/index.php/2017/12/27/5-ways-of-ending-your-board-game/
“When you design something and get it out, there are some who will not like it, no matter how much effort you put in. And that’s okay- there is something else out there for them. The main thing is to get it out... Don’t be so worried about what people will think.”
The purposes of blind playtesting, and how to know when you've done it enough:
http://brandonthegamedev.com/how-many-blind-play-tests-does-your-board-game-really-need/
Intellectual property, trademark and liability in board games (audio):
http://thegamecrafter.libsyn.com/game-law-with-zach-strebeck-and-the-game-crafter-episode154
Advice for how to create a good player experience (audio):
http://www.boardgamedesignlab.com/crafting-the-player-experience-with-matt-leacock/
How a game's structure can affect player engagement (audio):
http://ludology.libsyn.com/ludology-episode-166-impulse-control
Writing a comprehensible rulebook (video)
How long it will take to make your game, at a bare minimum:
http://brandonthegamedev.com/the-long-haul-project-why-making-games-takes-a-long-time/
Advice for how to filter playtester feedback (audio):
http://thegamecrafter.libsyn.com/filtering-feedback-with-the-game-crafter-episode153
Some of the challenges that come with using licensed IP in a board game (audio):
http://theforbiddenlimb.libsyn.com/total-recall-post-mortem-ep-62
How to make prototype tiles that last:
https://boardgamegeek.com/blogpost/71644/hands-practical-guide-making-prototype-tiles-last
Are there principles of "good" game design, and if so what are they? A BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1900554/open-discussion-principles-good-design-and-poor-de
How indie game publishers make money:
Different ways of handling turn order in a combat-based game:
https://www.reddit.com/r/tabletopgamedesign/comments/7if8z0/discussing_turn_structure_in_wargaming/
Why "dead" turns and lose-a-turn mechanisms are frowned upon in modern games (video)
The ins and outs of designing an escape-room game (audio):
http://www.boardgamedesignlab.com/designing-escape-room-games-with-juliana-patel-and-ariel-rubin/
Marketing and distribution insights for publishers and designers (video)
Advice for young board game designers:
https://boardgamegeek.com/thread/1897177/advice-my-7th-grade-designers