Is it the designer’s responsibility to ensure that a game can’t continue indefinitely? A BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2261482/it-responsibility-game-design-ensure-game-cannot-b
Tips & Resources for Board Game Designers
Is it the designer’s responsibility to ensure that a game can’t continue indefinitely? A BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2261482/it-responsibility-game-design-ensure-game-cannot-b
Essential card games that designers should play—a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2260496/essential-card-games-play-learn
10 ways to come up with ideas for a new game:
https://boardgamedesigncourse.com/10-ways-brilliant-game-ideas/
“Some games are worth letting go so you have time to focus on others.”
A review on how to market your game and get reviewers to notice you (audio):
http://thegamecrafter.libsyn.com/marketing-your-game-with-the-game-crafter-episode-202
Discussion on how tabletop games can connect communities (audio):
Mechanics and the building blocks of game design (audio):
Tips on playtesting, pitching and how to deal with rejection (audio):
Top five tips for advertising your board game (audio):
http://theforbiddenlimb.libsyn.com/top-5-tips-for-advertising-your-board-game-ep-86
A discussion about the importance of components and table presence (audio):
http://ninjavspirates.libsyn.com/who-what-why-s21e02-components-with-rob-daviau
The pros and cons of some of the most popular tile placement games (audio):
http://meeplenation.libsyn.com/mn-0276-tile-placement-games-revisited
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.”