What's your game's identifying feature, the thing that makes it memorable?
https://oakleafgames.wordpress.com/2018/03/12/which-one-was-it-identify-your-game/
Tips & Resources for Board Game Designers
What's your game's identifying feature, the thing that makes it memorable?
https://oakleafgames.wordpress.com/2018/03/12/which-one-was-it-identify-your-game/
Advice for first-time designers on navigating the publishing process, working with a publisher, using Kickstarter and more (audio):
The two opposing mindsets you must have as a game designer:
The most important questions to ask yourself when designing a board game (audio):
http://theforbiddenlimb.libsyn.com/10-questions-to-ask-yourself-when-designing-a-game-ep-65
What you should expect to get from a publisher when you're pitching your game to them:
https://boardgamegeek.com/blogpost/74579/pitch-not-playtest-demo-not-playtest-you-can-still
Pros and cons of taking a long time to develop your game:
https://boardgamegeek.com/thread/1953339/long-development-cycles-pros-and-cons
Tips for approaching a publisher and making your best first impression:
How a game design can let players create asymmetry for each other:
http://www.kindfortress.com/2018/03/06/design-patterns-asymmetry-and-player-interaction/
How to "overthink" a game design and prevent problems before they show up (video)
First steps in finding a board game manufacturer:
http://brandonthegamedev.com/how-to-find-a-board-game-printer/
What are the essential elements of a post-apocalyptic theme in a board game? A BoardGameGeek designer forum discussion:
https://boardgamegeek.com/thread/1950700/post-apocalyptic-theme-essentials
How "liabilities" function in board games:
http://makethemplay.com/index.php/2018/03/05/in-game-economics-liabilities/
How 40 board game creators built their crowd before launching a crowdfunding campaign:
2018 BostonFIG Tabletop Game Design Showcase
A discussion about cooperative play in games (video)
Three pieces of advice for taking feedback from playtesters (video)
A discussion of dice games (video)
The benefits of helping out fellow game makers:
Basic principles of wargame design (video)
This month's roundup of great board game design links and quotes includes thoughtful pieces on design theory, lots of pitching tips, pointers for the process of game design and more.
theory:
licensing:
process:
The importance of pursuing drastically different ideas for a game design (audio)
“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.” - Emma Larkins
“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.” - Peter C. Hayward
playtesting:
“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.” - Jay Treat
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: 421 Creations, Black Letter Games, 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: Stephen B Davies, Scot Duvall, Samuel Lees, Doug Levandowski, Nathan Miller, Tony Miller, Neil Roberts, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe
APPRENTICES: Darren Broad, Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Aaron Lim, Scott Martel Jr., James Meyers, The Nerd Nighters, Matthew Nguyen, Marcus Ross, VickieGames, Lock Watson, White Wizard Games