Thoughts on narrative in board games:
https://lestmyopinions.com/2019/05/13/waiter-theres-a-narrative-in-my-board-game/
Tips & Resources for Board Game Designers
Thoughts on narrative in board games:
https://lestmyopinions.com/2019/05/13/waiter-theres-a-narrative-in-my-board-game/
“If you love designing: participate in contests. If you want to network: participate in contests. A whole spectrum of opportunities become available when you’re able to set aside self-doubt and embrace the fact that you’re a designer capable of greatness. You can do it!”
“Every game is its own thing, its own miraculous and impossible creation. It’s a magic trick. It gets easier with time and experience, and you pick up techniques and short-cuts - the craft you can fall back on - but it’s always a process of discovery and iteration and trying things that don’t work until they do. There’s no secret handshake, no special or arcane knowledge.”
How one designer unwittingly found a path to major successes in the industry (audio):
http://breakingintoboardgames.libsyn.com/breaking-into-board-games-episode-93-erica-bouyouris
Some really great insight on designing historical games (audio):
http://www.boardgamedesignlab.com/designing-historical-games-with-tom-butler/
A breakdown of some of the different aspects of your game that you should be testing at different stages:
https://twitter.com/sophisaurus_rex/status/1126420175622934529?s=20
“Ideally, you want people to play your game. Avoid mechanics that discourage people from playing your game (“skip a turn”, rewarding hoarding (instead of playing) action cards, “cancel” cards, player elimination). ”
Five ways to build a crowd for your game before launching a Kickstarter (audio):
http://theforbiddenlimb.libsyn.com/top-5-ways-to-build-a-crowd-for-your-game-ep-82
A list of techniques for creating Kickstarter stretch goals:
https://stonemaiergames.com/the-current-state-of-stretch-goals-2019/
“Don’t confuse volume of playtesting with quality of testing. That said, you should test more.”
What to do during and after a playtest that falls apart:
https://boardgamedesigncourse.com/how-to-bounce-back-after-a-bad-playtest/
What to consider and what to ignore when designing for a certain play experience:
The essentials of what should be on your sell sheet:
https://mrbossdesign.blogspot.com/2019/04/the-importance-of-sell-sheets.html
“Find out what the most fun part of your game is and make sure your players spend the most time doing that. Enough folks have been dumbstruck by that advice that I repeat it often.”
“At some point, you’ll hate your own game. Keep testing through that valley – but be willing to shelve it.”
“If a game engaged testers, they’ll usually have a lot to say afterward. Worry when they are quiet, not critical.”
How to deal with rejection from publishers, playtesters, or contest judges:
https://boardgamedesigncourse.com/dealing-with-rejection-and-using-this-to-make-your-game-better/
Four ways of vetting your game’s core ideas before jumping onto Kickstarter:
https://brandonthegamedev.com/4-ways-to-vet-your-board-game-before-launching-a-kickstarter/
Notes on solo-testing your design:
https://twitter.com/peterchayward/status/1119684600039481344