Notes on the value of playtesting done right:
https://twitter.com/sophisaurus_rex/status/1181173931379757057
Tips & Resources for Board Game Designers
Notes on the value of playtesting done right:
https://twitter.com/sophisaurus_rex/status/1181173931379757057
“Don’t be afraid of big changes at each iteration during early tests. Most board games can’t be A/B tested to completion.”
How designers approach promoting their games:
Price is a major consideration when players decide whether to buy a game or not; here is a discussion on many factors regarding cost (audio):
http://thegamecrafter.libsyn.com/pricing-your-game-at-the-game-crafter-episode-207
“The best thing you can possibly do to catch a judge’s attention in a design contest is to do something that they haven’t seen before. If your plan is ‘I will do [standard recipe] better than anyone else’, it has to be orders of magnitude better in order to stand out.”
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.”