Some examples of games that failed to connect with their audiences and why (video):
Yay Games’ Andrew Harman on gateway games, accessibility, working with intellectual properties, self-publishing, and more:
https://giantbrain.co.uk/2023/02/23/meeting-of-minds-yay-games/
Tips for preparing to show your game design at a public playtesting event:
https://www.fightinabox.com/single-post/prepping-for-protospiel
Prototype quality: Why deciding how nice to make your game look is a balancing act:
https://shippboardgames.blogspot.com/2023/02/on-prototype-quality.html
Prolific beats perfect: the benefits of designing and testing games quickly:
https://www.thedarkimp.com/blog/2023/02/21/prolific-beats-perfect/
Notes on complexity: different ways games can be complex, and what they mean for how different kinds of players view them:
https://shippboardgames.blogspot.com/2023/02/an-approach-to-complexity.html
What goes into making a game replayable?
https://giantbrain.co.uk/2023/02/11/the-variability-of-replayability/
Reprinting a game: how the process works:
https://stonemaiergames.com/reprinting-a-game-how-the-process-works/
How do you know when a game idea has the potential to turn into a finished game? A Twitter board game designers discussion:
https://twitter.com/trollsnrerolls/status/1621488927868592130
What makes a great engine-building game? A Reddit board game design forum discussion:
https://www.reddit.com/r/BoardgameDesign/comments/10raor5/what_makes_a_great_engine_builder/
Games where the theme and mechanics are particularly well-connected—a Twitter board game community discussion:
https://twitter.com/brigetteidesign/status/1617354408052002816
Tips for co-designing a board game with another designer—a Twitter board game designers discussion:
https://twitter.com/PhilSchwarzmann/status/1618104401754984449