Whose responsibility is blind playtesting--the designer or the publisher? A BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2030973/increasing-publisher-expectation-blind-testing
Tips & Resources for Board Game Designers
Whose responsibility is blind playtesting--the designer or the publisher? A BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2030973/increasing-publisher-expectation-blind-testing
The various kinds of research that go into making a board game:
https://boardgamegeek.com/blogpost/79187/what-research-context-boardgames
A more nuanced look at different kinds of feedback loops and their role in board games:
http://makethemplay.com/index.php/2018/07/23/in-game-economics-more-feedback-loops/
The basics of using BoardGameGeek as a designer or publisher:
When to write the rules--a Board Game Design Forum discussion:
https://www.bgdf.com/forum/game-creation/design-theory/start-rulebook-first-change-my-mind
Industry veterans offer advice to designers at Dice Tower Con 2018 (video)
CinCityCon Game Pitch & Design Contest
Deadline: Aug. 25, 2018
Those who make it through the first round must have a CinCityCon badge
Ways to get people to playtest your prototype: from designer groups to print-and-plays to conventions and more (audio):
http://theforbiddenlimb.libsyn.com/getting-more-prototype-plays
“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.”
“It’s natural for players to want have discussions or make comments midgame as issues emerge. Develop a sense as a moderator for when to cut off those conversations and refocus players back to gameplay.”
“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
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)