The difference between options and true decisions in a game:
https://boardgamegeek.com/blogpost/94554/options-vs-decisions
Tips & Resources for Board Game Designers
The difference between options and true decisions in a game:
https://boardgamegeek.com/blogpost/94554/options-vs-decisions
Ways of getting past an obstacle that’s blocking your design’s progress:
How to effectively use the theme of time travel in a game:
https://recordedtomorrow.podbean.com/e/episode-8-time-travel-in-games/
“First versions of games are great for including everything you want. It gives you more raw material to start from, so you can take more away on your way to the final version.”
“Make sure you are changing up which player counts you test at. Don’t over-optimize for a single player count.”
Advice for designing a game based on a beloved IP:
“Game designers: test game designs at the idea stage. Meaning: pitch concepts your gamer friends. Ask them to pick their favorites. Wait til they go gaga over one. THEN design a game to fully realize that concept. Reduces the chance you’ll design something no one cares about.”
“The best feedback is neither positive nor negative. The best feedback is actionable.”
Tips on designing a civilization game (audio):
http://www.boardgamedesignlab.com/designing-a-civilization-game-with-jamey-stegmaier/
Discussion on how one designer has a clear vision for his games and company (audio):
http://ninjavspirates.libsyn.com/who-what-why-s21e05-gaming-down-under-and-to-the-right
The strengths and differences in card-based strategy games (audio):
“Game design doesn’t have to be your whole life. It’s easy to get wrapped up in worrying that you’re not working hard enough, especially when you perceive that others are more dedicated than you are. Remember: you don’t have to be obsessed to be good.”
How continually patching a design can lead to something that’s just overwrought:
https://twitter.com/peterchayward/status/1174141817077555201
Four lessons from Root for aspiring designers:
https://brandonthegamedev.com/4-lessons-from-root-for-aspiring-board-game-designers/
“If players consistently forget to implement a rule, get rid of it, even if it’s super thematic. ”
The types of prototypes you’ll make at different stages of your game’s design (audio):
http://thegamecrafter.libsyn.com/different-levels-of-prototypes-with-the-game-crafter-episode-205
A discussion on making games using the skills, knowledge, and experiences you already have (audio):
http://www.buildingthegamepodcast.com/2019/08/25/episode-378-design-what-you-know-and-zancudo/
Some of the concerns that go into designing a historical game (audio):
“Be relentless in your self-critique, ambitious in your goals, stay focused, and then have a lucky break. If the luck doesn’t come then at least you made something you can be proud of.”
This map generation tool lets you “paint” the landscape you want: