“A mistake many people make is to just ask friends and family to play the game and give them feedback – but that way you’ll never get the harsh criticism you need.”
“For that first prototype, always make the simplest game that you can. And similarly, get your super-simple version prototyped and playtested as quickly as possible. If you have a clunker, you want to find out as quickly as possible and stop wasting time on it. And if you have something that works well, you can find out what direction it needs to move in, in order to find the fun.”
When are gameplay examples needed in a rulebook? A BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2403357/examples-board-games-instructions
Thoughts on how to make solo games more convenient to play:
https://www.bgdf.com/forum/game-creation/design-theory/how-make-solo-games-more-convenient-play
What to do when you get stuck on a design:
http://www.weirdgiraffegames.com/carla/wordpress/2020/04/04/when-you-get-stuck-on-a-game-design/
7 lessons from Monopoly for aspiring board game designers:
https://brandonthegamedev.com/7-lessons-from-monopoly-for-aspiring-board-game-designers/
Board games that evoke emotional reactions—a Twitter board game design discussion:
https://twitter.com/erik_a_sunden/status/1244033981529587712
A few words in praise of games that are hard to play well:
https://hollandspiele.com/blogs/hollandazed-thoughts-ideas-and-miscellany/the-game-plays-you
Designing board games to be played over video conference:
http://mrbossdesign.blogspot.com/2020/03/designing-games-for-video-conferencing.html
How the day of the week a Kickstarter campaign is launched affects its outcome:
https://stonemaiergames.com/the-profound-impact-of-launch-day-timing-on-kickstarter/
