How to avoid disconnects between your game's theme and mechanics--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2033617/how-does-one-avoid-thematic-disconnects
Tips & Resources for Board Game Designers
How to avoid disconnects between your game's theme and mechanics--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2033617/how-does-one-avoid-thematic-disconnects
All about roll-and-write games (audio):
http://ludology.libsyn.com/ludology-episode-180-keep-them-doggies-rollin
Questions you should ask yourself before submitting a game to a contest or publisher:
Tips for giving sell sheets to publishers:
https://twitter.com/WeirdGiraffes/status/1023719424757514240
“You don’t have to be a hardcore gamer to design games. Playing games with intention to learn how mechanics work is *faster* than figuring these things out yourself, but not necessarily better. A problem-solving design mentality is much more important.”
A social psychologist on what designers can learn about players as people (audio):
http://www.boardgamedesignlab.com/player-psychology-with-dr-corey-butler/
A high-level guide to designing and publishing a tabletop game:
https://thecreativeindependent.com/guides/how-to-make-an-indie-tabletop-game/
Some unwritten rules of board games, and whether those implicit rules should be made explicit:
https://boardgamegeek.com/thread/2030955/unwritten-rules-gaming
Tools for game-related fonts for prototypes:
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.”