“If you’re testing for an hour with 4 other people, that’s 4 hours of designer time you’ve used. Give as much time as you can back to your fellow designers.”
“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.”
Ideas aren't worthless: the important role they play in making a game:
https://boardgamegeek.com/blogpost/79032/ideas-are-important
The "magic circle" and its role in a game design:
https://remptongames.com/2018/07/14/welcome-to-the-magic-circle/
Five ways that games can change during the course of play:
http://makethemplay.com/index.php/2018/07/16/5-ways-of-changing-gameplay-in-your-board-game-design/
2019 Hippodice Competition
Deadline: Oct. 6, 2018
https://hippodice-competition.net/en/info-participation/dates-and-short-info/
Tips for writing a press release about your board game:
http://brandonthegamedev.com/why-how-to-make-press-releases-for-your-board-game/
How to remain encouraged after getting a "no" from a publisher:
http://www.hoopcatgames.com/blog/encouragement-after-hearing-no-no-no-no-no-yes-part-4
On the dangers of chasing a game-design fad:
https://twitter.com/KevinWilson42/status/1018693077005987840
Board game design history: the origins of common mechanisms and genres:
https://opinionatedgamers.com/2018/07/09/the-innovators-mechanical-innovations-part-1/
https://opinionatedgamers.com/2018/07/10/the-innovators-mechanical-innovations-part-2/
https://opinionatedgamers.com/2018/07/11/the-innovators-new-genres/
Designing games to bring out players' emotions (audio):
http://www.buildingthegamepodcast.com/2018/07/08/episode-319-carol-mertz-and-emotion-first-design/
