A look at games such as roll-and-writes where all players make use of the same random results:
http://www.kindfortress.com/2019/11/18/design-patterns-random-reactions/
Tips & Resources for Board Game Designers
A look at games such as roll-and-writes where all players make use of the same random results:
http://www.kindfortress.com/2019/11/18/design-patterns-random-reactions/
“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
An update on how game manufacturing has changed over the past several years and a discussion on the importance of components (audio):
“One question I try to always ask playtesters is ‘How well do you think the final scores represent your performance?’ It gets players talking about frustrations, strong moments, opacity, varied strategies, and misaligned incentives. The tone they use also represents engagement.”
Ways of extending a game that’s too short:
https://twitter.com/peterchayward/status/1194679376710897664
Math is hard: Why you should limit the amount of math players must do in your game:
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/
Game designers share their methods for dealing with setbacks in a design:
Success and failure with Kickstarter and how to learn from a failed project to find success again (audio):
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/
Four lessons from Paladins of the West Kingdom for aspiring board game designers:
“Express extreme appreciation for negative feedback, so that testers learn they should always speak up about issues.”
Tips for what to do before you launch your next crowdfunding campaign (audio):