Reasons theme is important in your prototype (audio):
http://theforbiddenlimb.libsyn.com/reasons-to-theme-your-prototype-ep-78
Tips & Resources for Board Game Designers
Reasons theme is important in your prototype (audio):
http://theforbiddenlimb.libsyn.com/reasons-to-theme-your-prototype-ep-78
Board game designers share which part of the process they find the most difficult:
This month, our roundup of favorite board game design links and quotes includes counterintuitive tips, deep thoughts that are worth thinking about, advice for working in the industry, and more.
theory:
process:
“my biggest piece of advice for aspiring board game designers is to play more modern games. play so many games. as many as you can. different kinds. pay attention to designers and their styles. learn what you can about how people who know what they’re doing do their thing.”—Daniel Newman
“If you never try your game idea because you doubt it’ll be any good, then it will never improve, and it will never be any good. Don’t expect your game to be perfect the first time you play it.”—Seth Jaffee
industry:
publishing:
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: Rob Greanias, Peter C. Hayward, Justin Gibbs, Robin Kay
SENIOR INVENTORS: Steven Cole (Escape Velocity Games), Calvin Johns, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz "Bez" Shahriari, Shoot Again Games, Nick Thacker
JUNIOR INVENTORS: Ryan Abrams, Luis Lara, Neil Roberts, Jay Treat
ASSOCIATES: Dark Forest Project, Stephen B. Davies, Thiago Jabuonski, Doug Levandowski, Nathan Miller, Matt Wolfe
“Sometimes a whole playtest falls apart for no particular reason. This is to be expected and embraced.”
A discussion about emotions in game design (audio):
Steven Aramini discusses game design contests, game balance, happy accidents in game design and more (audio):
https://flatoutgames.podbean.com/e/pip-014-kingdom-connections-w-steven-aramini/
2019 54-Card Game Design Contest
Deadline: May 31, 2019
Prizes: GeekGold
https://boardgamegeek.com/thread/2159824/2019-54-card-game-design-contest
Tiny Towns designer Peter McPherson on listening to playtesters, pitching your game, seeking out other designers and more:
https://www.inquisitivemeeple.com/a-tiny-chat-about-tiny-towns/
The requirement for the March 2019 24-hour contest is “mask”:
https://boardgamegeek.com/thread/2159801/24-hour-contest-march-2019
“If you never try your game idea because you doubt it’ll be any good, then it will never improve, and it will never be any good. Don’t expect your game to be perfect the first time you play it.”
Examples of games with positive player interaction:
https://boardgamegeek.com/thread/2157798/great-examples-positive-player-interaction
Why you should request multiple quotes and negotiate with manufacturers:
http://rockmanorgames.com/2019/02/25/why-you-should-always-get-multiple-quotes-and-negotiate/
“Time little parts and phases of the game. Pay attention to your game’s pace, not just total length.”
Game designers suggest exemplars of good design that aren’t widely known:
“Don’t be afraid to make changes just because you might lose time on a dead end.”
Notes on the importance of thinking through your game design decisions:
“my biggest piece of advice for aspiring board game designers is to play more modern games. play so many games. as many as you can. different kinds. pay attention to designers and their styles. learn what you can about how people who know what they’re doing do their thing.”
4 lessons from Azul for aspiring board game designers:
https://brandonthegamedev.com/4-lessons-from-azul-for-aspiring-board-game-designers/
The difference between a good game and a great game—a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2151837/what-difference-between-good-and-great-game
“Every step of the way, you just have to keep thinking about how things relate back to the theme. Who are players in the game? Do the things they do in the game give them an experience consistent with the theme?”