Should space-themed games get the science right?
https://meeplephd.com/2019/08/should-space-themed-games-get-the-science-right/
Tips & Resources for Board Game Designers
Should space-themed games get the science right?
https://meeplephd.com/2019/08/should-space-themed-games-get-the-science-right/
“Have patience. Lots of patience. Developing a game until it is good can take many years. Is a publisher interested in your game, then you still need to have patience. Keep in mind it can take months, sometimes years before a game is published.”
“To ensure a steady stream of playtesters, you need to engage with your community. You can’t have all your interactions be you asking them to testing your games.”
What is necessary for a game to stand out from the crowd?
Two things most pitches to publishers lack: what makes the game unique and how will it become a hit:
https://www.nickbentley.games/bad-board-game-design-pitches/
“Customers will likely play your game more in the first month of its release than all of your playtesting combined.”
Graphic design tips and what game designers should pay attention to when working with graphic design elements (audio):
“There are many reasons to make games — making a commercially successful product is only one measure of success.”
“When writing game rules, be wary of VAST COSMIC FORCES that occupy the negative space when you don’t identify the actor in a sentence. Example:
”The deck is shuffled.”
BY WHOM?...
BY VAST COSMIC FORCES!
Try “Shuffle your deck.” or “Each player shuffles their deck.””
Tips for designing games with dice:
https://twitter.com/playnyctophobia/status/1155989285658492928
How to meet with publishers at conventions even if they’ve never heard of you:
Board game designers share their thoughts on the issue of balance:
What to make of a playtest that flops after one that goes well?
The six zones of play: the physical areas that compete for players’ attention during a game:
https://mrbossdesign.blogspot.com/2019/07/the-6-zones-of-play.html
A look at objectives and how they work in games:
http://makethemplay.com/index.php/2019/07/24/in-game-objectives/
Reconsidering what makes a decision meaningful:
http://www.kindfortress.com/2019/07/25/playful-thoughts-meaningful-decisions/
Thoughts on making games easier for players to learn through rules, components and presentation:
Game designers discuss whether they think about any messages their game is sending to players:
“Write down notable quotes from players. You can refer back to them during postgame discussion.”
Phil Walker-Harding discusses how to make games that are accessible to a wide range of players, making a living as a board game designer, working with publishers, and more: