Ways games can be designed to prevent players’ analysis paralysis (audio):
http://theforbiddenlimb.libsyn.com/designing-around-analysis-paralysis-ep-73
Tips & Resources for Board Game Designers
Ways games can be designed to prevent players’ analysis paralysis (audio):
http://theforbiddenlimb.libsyn.com/designing-around-analysis-paralysis-ep-73
“You don’t need to have a deep store of knowledge to be a game designer. In fact, not having it might even make for more interesting and innovative designs.”
How to make a budget for a Kickstarter board game project (video)
A discussion of “soft” and “hard” incentives in game design (audio):
Advice for developing a middle-weight euro-style game that sticks around:
http://sedjtroll.blogspot.com/2018/10/games-are-more-than-main-mechanism.html
Lots of links to useful prototyping resources:
Thoughts and approaches to working on an asymmetric game design (video)
How to make sure a game feels balanced to players (audio):
http://www.boardgamedesignlab.com/balancing-a-game-with-isaac-vega/
Lessons from a failed Kickstarter campaign:
Staying calm: https://boardgamegeek.com/thread/2065861/lessons-failed-kickstarter-1-how-keep-your-head-st
Costs and shipping: https://boardgamegeek.com/thread/2067957/lessons-failed-kickstarter-3-costs-logistics-shipp
Canceling a campaign: https://boardgamegeek.com/thread/2069152/lessons-failed-kickstarter-4-cancelling-project
Takeaways: https://boardgamegeek.com/thread/2070866/lessons-failed-kickstarter-5-12-verdicts
In this month's roundup of great board game design links, we have in-depth looks at some game mechanics, advice for writing clearer rulebooks, advice for operating in the industry, and more.
featured:
Meaningful Decisions: J. Alex Kevern on Design Choices in World’s Fair 1893
Meaningful Decisions: Benoit Turpin on Design Choices in Welcome To...
theory:
rules:
industry:
process:
Common mistakes in board game design—a BoardGameGeek designers forum discussion
“If you want to do something, it’s not important how you start. Just that you start. And then continue. And be willing to change and improve your project.” - Behrooz "Bez" Shahriari
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: Rob Greanias, Peter C. Hayward, Aaron Vanderbeek
SENIOR INVENTORS: Steven Cole (Escape Velocity Games), John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz "Bez" Shahriari, Shoot Again Games
JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Neil Roberts, Jay Treat
ASSOCIATES: Dark Forest Project, Stephen B. Davies, Adrienne Ezell, Marcus Howell, Thiago Jabuonski, Doug Levandowski, Nathan Miller, Mike Sette, S GO Explore, Matt Wolfe
APPRENTICES: Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Aaron Lim, Scott Martel Jr., James Meyers, The Nerd Nighters, Matthew Nguyen, Marcus Ross, Rosco Schock, VickieGames, Lock Watson, White Wizard Games
The requirement for the October 2018 24-hour contest is “eight”:
https://boardgamegeek.com/thread/2069046/24-hour-contest-october-2018
“Nothing within a game stands on its own. You can change one bit and get a better outcome in one element of the game, but it’s going to influence other parts as well. Sometimes you can predict this, but often you need to test to see it happening.”
Tips and tricks for networking in the board game industry (audio):
Tips for making a brief board game design pitch:
“When playtesting, players will suggest new concepts. Each desire is underlied by a problem they have in-game (a frustration unanswered) to which they are providing a solution. If enough people are have the same problem, that’s what you should fix.”
A roundtable discussion about designing party games (video)
Common mistakes in board game design—a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2063969/most-common-mistakes-board-game-design
How to approach tabletop industry people for advice:
“If your game has a complicated puzzle, there is no room for error or lack of clarity in UI and rules. Even if your game isn’t broken it sure will feel like it.”
Smirk & Dagger’s Curt Covert on designing take-that games (audio):
http://www.boardgamedesignlab.com/take-that-games-with-curt-covert/