“Designing a game is a much easier process than chipping away at a game that works and making it great.”
Modern tenets of good game design—a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2344424/what-secret-creating-good-choicesdecisions-game-de
Tips for better, faster playtesting sessions—a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2346314/tips-power-testing-protospiel
Tips on how to make your games retail-friendly and what makes a retailer interested in backing your Kickstarter (audio)
http://thegamecrafter.libsyn.com/bryan-winter-and-retail-friendly-games-episode-220
Notes on tracks, tokens and score pads, and when one is better than another:
https://subsurfacegames.ca/2020/01/06/tracks-tokens-score-pads/
Reducing players’ cognitive load through good component design:
https://boardgamegeek.com/blogpost/96699/components-are-avatars-concepts
An overview of what to do once you have a brilliant idea for a board game:
https://bigpotato.com/blog/what-to-do-with-your-brilliant-board-game/
The importance of having a print-n-play version of your game and some tips on making the print-n-play files (audio):
http://www.boardgamedesignlab.com/designing-an-awesome-print-n-play-with-martin-gonzalvez/
“Every game designer has dozens (if not hundreds) of ideas, and I bet every designer has several perfectly functional designs. The ability to look at all of those functional designs, pick only the best one, and make it 10x better is something that takes dedication, patience, and humility.”
The basics of blind playtesting:
https://boardgamedesigncourse.com/blind-playtesting-your-game/
How designers split their time between prototypes and just-for-fun play—a Twitter discussion:
https://twitter.com/tableflipsyou/status/1206366981865328640
Statistics for what makes an “evergreen” game:
https://stonemaiergames.com/the-magic-formula-for-publishing-an-evergreen-tabletop-game/
