“Don’t defend your #gamedesign, even if players are factually wrong. Capture their experience and reflect on cause.”
Shelves are small: Ways you can decrease the size and component count of your game:
http://www.phantasiogames.net/2019/11/shelves-are-small.html
How to figure out what’s working in your game, and what isn’t:
https://boardgamedesigncourse.com/how-to-figure-out-whats-working-in-your-game-and-whats-not/
Social issues in game design (audio)
http://www.buildingthegamepodcast.com/2019/11/17/episode-390-social-issues-and-carnival-games/
Considering innovative game design as innovative scoring design:
https://boardgamegeek.com/blogpost/96968/winning-game-design-designing-winning
When offering more decisions to players is bad:
https://remptongames.com/2019/11/16/designing-interesting-decisions-in-games-and-when-not-to/
Musings on hex grids and the poetry of game design:
https://hollandspiele.com/blogs/hollandazed-thoughts-ideas-and-miscellany/the-rhythm-of-hexes-1
Ways of extending a game that’s too short:
https://twitter.com/peterchayward/status/1194679376710897664
Different ways that games can obscure who’s winning:
http://www.mechanics-and-meeples.com/2019/11/12/designing-for-loss-part-one-obscuring-the-loss/
Time management tips everyone can use (audio):
http://www.boardgamedesignlab.com/time-management-and-getting-things-done-with-jason-brooks/
How to solo test your game, step by step:
https://boardgamedesigncourse.com/how-to-test-your-game-even-when-you-have-no-one-to-playtest-with/
