Four lessons from Twilight Imperium for aspiring board game designers:
https://brandonthegamedev.com/4-lessons-from-twilight-imperium-for-aspiring-board-game-designers/
Tips & Resources for Board Game Designers
Four lessons from Twilight Imperium for aspiring board game designers:
https://brandonthegamedev.com/4-lessons-from-twilight-imperium-for-aspiring-board-game-designers/
How games can be designed to be more engaging for different types of player groups:
“If you don’t enjoy it it’s always going to be a challenge convincing anyone else.”
Tips for getting the most out of a playtest:
https://gnomestew.com/how-to-get-the-most-out-of-playtesting/
“Don’t forget a card key in your rulebook. Telling me to shuffle something doesn’t help if I can’t figure out what that something is!”
“Your ability to recognize weak parts of a design develops faster than your ability to fix them. Keep pushing.”
“To be played many times a game needs to show at least a glimmer of its shine in the first game, perhaps even in the very first couple of actions.”
A guide to abstract strategy games:
https://www.nickbentley.games/abstract-strategy-games-online-guide/
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.”