Notes on games with low levels of competition and interaction:
http://www.kindfortress.com/2019/07/03/design-pattern-winning-and-goals/
Tips & Resources for Board Game Designers
Notes on games with low levels of competition and interaction:
http://www.kindfortress.com/2019/07/03/design-pattern-winning-and-goals/
Game designers share where they get their inspiration:
“If you design or publish games and playtesters help you, keeping track of their names and crediting them in the published product is a good way to express your gratitude.”
U.S. manufacturing, recovering from disaster, and component cost considerations (audio):
How one designer went through the trials and tribulations of board game design and found success along the way (audio):
Preparing for a pitch meeting with a publisher:
“Game ideas can start as one thing and change drastically when you go to prototype them and that’s OK!”
Ways of treating a wargame where the sides aren’t fairly matched:
https://hollandspiele.com/blogs/hollandazed-thoughts-ideas-and-miscellany/ways-for-losers-to-win
What makes a game “mean”?
https://lestmyopinions.com/2019/06/26/bless-your-heart-on-mean-games-and-such/
“Take notes every time a player forgets a rule. Figure out if it was the #gamedesign or your teaching/instructions.”
“A seasoned gamer can solve just about any problem in a design by adding rules.
A pro developer needs to solve the same problems while retaining simplicity and identity.
A master developer solves them while simplifying the game, still retaining identity.”
“There are a lot of ways to design a real-time game, but my favorite real-time games, and the way I like to design them, is to keep the actions and the amount of thought required for those actions simple. The fun of the game comes from making lots of small decisions under the stress of the time pressure. If there’s too much to keep track of in the game, and you’re under that same stress, the game gets bogged down.”
Rules to keep your game’s icons usable:
Should games allow players to paint themselves into a corner?
https://hollandspiele.com/blogs/hollandazed-thoughts-ideas-and-miscellany/painting-corners
“Being a professional creator means constantly letting discomfort into your life. Learning new tools and techniques, tearing down your creations and building them back up, seeking feedback, pitching, networking - all of these open you up to potential uncomfortable feelings. ”
Game designers share their tips and tricks for writing rules:
Great tips on finding success on Kickstarter and transitioning to full time as a game designer (audio):
http://breakingintoboardgames.libsyn.com/breaking-into-board-games-episode-94-omari-akil
The broad steps along the path to making a game:
https://boardgamegeek.com/thread/2219261/step-step-what-order
Notes on finding the right complexity level for a game:
“#gamedesign in 2 steps:
1) Find something that’s fun/interesting to do
2) Build a system that rewards players for doing that
(There’s obviously more to it - endless playtesting, balancing, simplifying, playtesting, and playtesting - but this is game design in its simplest form.)”