Why you shouldn’t make board game publishing a solo endeavor:
https://brandonthegamedev.com/6-reasons-you-shouldnt-make-board-games-alone/
Tips & Resources for Board Game Designers
Why you shouldn’t make board game publishing a solo endeavor:
https://brandonthegamedev.com/6-reasons-you-shouldnt-make-board-games-alone/
“Try to finish your projects. Even if it’s a game you’ll never show to anyone, even if you yourself consider it horrible, try to finish it for the sake of finishing. You’ll learn a lot in the process, which in turn might make your next game better.”
Board game fulfillment logistics, and companies that do the work:
http://www.jamesmathe.com/success-without-fulfillment-is-the-ultimate-failure/
“You know what I want in rule book? A brief overview. It doesn’t make sense to me to read what you do each step if I don’t know what the ‘story’ is. It’s like having a bunch of ingredients & going through all the steps & finding out at the end what dish you’re making.”
“After designing ‘special powers’ for many games, I’ve learned that 90 percent of all special powers you’ll come up with are stupid and bad. If you’re not on at least your fourth draft, you haven’t put enough time in.”
Takeaways from the 2018 Metatopia playtesting convention from a first-time attendee:
https://boardgamegeek.com/blogpost/82808/lessons-playtesting
“The purpose of a playtest is not to validate your game but to expose issues so they can be improved. A successful playtest finds problems.”
An in-depth discussion about game balance (audio):
http://ludology.libsyn.com/ludology-episode-187-balancing-act-0
Takeaways from showing your prototypes at a large public playtesting event:
https://boardgamegeek.com/thread/2088123/collaboratory-pax-australia-designers-takeaways
“Friends tired of playtesting your game? Look for open gaming nights at stores or board game meetups to find playtesters. Talk to the organizer or store runner about playtesting your game at their event beforehand. Get unbiased views, and make some new friends!”
In this month's roundup of excellent board game design links and quotes, we have several different ways of thinking about games, lists of useful resources for making prototypes, reminders about the design process, and more.
theory:
A board game critic’s view of what makes a game memorable (video)
A discussion about the assumptions we make about games—and how to design games that challenge them (audio): Part 1, Part 2
prototyping:
publishing:
playtesting:
“Don’t give up if the feedback is negative; correct and move on. Be prepared to question everything you have done and to change even when changing is the most painful thing to do. It will eventually pay off.” - Nestor Tyr
process:
“The more I create, the more I develop the skill of persistence. I see people ‘give up’ so easily, convinced that a problem is unsolvable, resigning themselves to a flaw in their work that they see as unavoidable. With very rare exceptions, there’s ALWAYS a solution. Find it.” - Peter C. Hayward
“You’re going to have bad playtests, bad feedback, lack of solutions to problems, and especially lack of time. Take feedback for what it is and try something different. Most importantly: Don’t stop trying.” - Lock Watson
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, 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
“Here’s probably my biggest tip for attending a playtesting con/event: make player aids. Even if they feel redundant, and even if nobody reads them (which will often happen.) They reinforce rules retention to everybody, including you as a designer.”
How to make your game sound interesting in a pitch:
The requirement for the November 2018 24-hour contest is “leaf”:
https://boardgamegeek.com/thread/2086913/24-hour-contest-november-2018
2018 Children's Game Print and Play Design Contest
Deadline: Dec. 16, 2018
Prizes: GeekGold
https://boardgamegeek.com/thread/2085758/2018-childrens-game-print-and-play-design-contest
“Every rule, every component, every aspect of your game must solve a problem or provide an experience that is essential to your game. Everything else compromises quality.”
Free art assets for independent board game designers:
How to communicate with artists effectively:
Ways of integrating story into a board game (audio):
http://ludology.libsyn.com/ludology-episode-186-zombie-apocalypse
“Don’t give up if the feedback is negative; correct and move on. Be prepared to question everything you have done and to change even when changing is the most painful thing to do. It will eventually pay off.”