“For those creating co-op games, create uncertainty. That way each player feels they are making their best decision for themselves rather than solving an equation. Each player should feel that they are the hero when it is their time to act. Create interactivity, otherwise, it is just a group of people playing solitaire.”
— Michael Lipton

Answers to a wide range of questions about playtesting (video)

Designing games for four different kinds of players and the experience that connects with each type (video)

“Asking whether to design a game theme-first or mechanics-first is like asking whether to paint with red paint first or black.”
— Jay Treat
“What you choose to leave out of your design is as important as what you put in - if not more so. Simplify.”
— Emma Larkins
“Publishers will say “no” to fun, great games for various reasons. If you have a fun, great game (and thoroughly publicly play-tested!), persist until you find that right publisher match.”
— Charlie Hoopes
“Always try it at higher and lower player counts. Your expectation of downtime for 5 or 6 might just be straight up wrong.”
— Josh Mills
“The quality of the components is part of the game experience. People aren’t wrong to enjoy games more when they have great components.”
— Peter C. Hayward