“Every time I think of an idea; I try to place it into a game night of the past...Would everyone have had fun – even those who were losing? Who would have complained and what would they have complained about?”
Notes on games with low levels of competition and interaction:
http://www.kindfortress.com/2019/07/03/design-pattern-winning-and-goals/
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/
“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.”
Should games allow players to paint themselves into a corner?
https://hollandspiele.com/blogs/hollandazed-thoughts-ideas-and-miscellany/painting-corners
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
