Answers to designers' questions about the board game industry (audio):
http://ludology.libsyn.com/ludology-episode-170-questionable-content
Tips & Resources for Board Game Designers
Answers to designers' questions about the board game industry (audio):
http://ludology.libsyn.com/ludology-episode-170-questionable-content
“I encourage all designers to be cognizant of what they are looking for out of a playtest, and being upfront with expectations from your playtesters”
“If you are at the point in the design where you know what questions you have about how the game will work, time to stop brainstorming! While many people can reason out how something “might” work the only true way to get the answers is to build & test a rapid prototype.”
Advice for pitching your game design to people who hear a lot of pitches:
“Who are you designing your game for? You? Go wild with weird mechanics. Friends? Listen & tune the game to suit them. A publisher? Learn to pitch a product to a business - you’re B2B. The world? It’s a product in the market that you will need to sell.”
The value of giving players short-term goals:
A beginner's guide to using Facebook ads to promote a Kickstarter campaign:
https://stonemaiergames.com/a-beginners-guide-to-facebook-ads/
Pitch video do's and don'ts:
https://www.maydaygames.com/blogs/news/shut-up-play-some-rock-n-roll
“You don’t have to agree with your playtesters’ feedback—it is to your benefit to try to understand it—but either way, make a note and thank them, but never argue with players whose feedback you solicited.”
“Talk about game design with other game designers, and also let people tell you what they love about games.”
Tips to make sure you don't fail when shipping your game:
http://blog.nskn.net/top-5-shipping-tips-to-not-fail-horribly-on-kickstarter/
“Sometimes, after feeling super frustrated with a certain game not coming together, you toss all the loose puzzle pieces in a box and run away. Then, later, you open the box to find the puzzle magically solved. Time is sometimes the best playtester.”
“Negative feedback is a designer’s life blood. Positive feedback feels nice, but doesn’t improve your game. Though it stings initially, you learn to love negative feedback, because your game’s flaws will come out and you want to hear them Before your game goes to press.”
Korea Boardgames 2018 Design Contest
Deadline: June 1, 2018
Prizes: cash and publication offer
https://boardgamegeek.com/thread/1939648/korea-boardgames-2018-design-contest
2018 Two-Player PnP Game Design Contest
Deadline: April 14, 2018
Prizes: GeekGold
https://boardgamegeek.com/thread/1939295/2018-two-player-pnp-game-design-contest
“The trick is prioritizing done over good.
Each revision makes the thing better, and enough revisions make it good.
But you can’t revise what isn’t done.”
What can be done to discourage analysis paralysis? A BoardGameGeek design forum discussion:
https://boardgamegeek.com/thread/1937890/analysis-paralysis-and-heavy-strategic-games-multi
Considerations between different types of auctions in games:
The importance of pursuing drastically different ideas for a game design (audio):
http://cardboardarchitects.libsyn.com/episode-93-forks-in-the-road
“You will be one game better at #gamedesign after each game you design. Don’t feel like your early darlings are the best you’ll do. Move on. Design better games.”