Discussion of the top 10 things learned from a board game developer (audio):
http://www.boardgamedesignlab.com/lessons-learned-from-developing-games-with-joe-pilkus/
Tips & Resources for Board Game Designers
Discussion of the top 10 things learned from a board game developer (audio):
http://www.boardgamedesignlab.com/lessons-learned-from-developing-games-with-joe-pilkus/
“You have an ethical responsibility to inform playtesters if your game could foreseeably make them uncomfortable.”
“Don’t sacrifice initial playability in service to replayability. If you add so much variance to create different scenarios that the first game is sometimes a non-game (unwinnable or unloseable), those players won’t bother with a second play.”
Notes on soliciting and receiving feedback:
“Find your own niche and then own it. Each thing you make is pushing yourself in a new direction. Don’t just push along one axis constantly and use one perspective of what ‘good’ means.”
Designers share what they read to learn more about game design:
A guide to some basic terms related to a game’s printed materials:
Pointers for designing with the final product in mind:
“You don’t need to tell playtesters if you’ve already tested a suggested solution. Refocus and keep them talking.”
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: