Board game designers share their game design theories in less than 300 characters:
https://bsky.app/profile/ross-esmond.bsky.social/post/3lbhlcbjdsk2m
Tips & Resources for Board Game Designers
Board game designers share their game design theories in less than 300 characters:
https://bsky.app/profile/ross-esmond.bsky.social/post/3lbhlcbjdsk2m
What attributes make for an outstanding co-op board game? A Bluesky board game designers discussion:
https://bsky.app/profile/jeffgrisenthwaite.bsky.social/post/3lba375gkcs2q
When a game enables analysis paralysis, how do you streamline it without destroying the fun of the game? A Bluesky board game designers discussion:
https://bsky.app/profile/fertessa.bsky.social/post/3lb6jx5nisk2f
How granular are the numbers in your game, and how granular do they need to be? A discussion about games’ “fidelity” and ways of cutting down on the math players have to do (video):
Tiebreakers: ways of thinking about them and finding one that makes sense for a design—a Bluesky board game designers discussion:
https://bsky.app/profile/marcelineleiman.bsky.social/post/3l7svdatny22c
The “sweet spot” mechanic: how it works, various ways games use it, and more (audio):
https://decisionspace.podbean.com/e/the-sweet-spot-mechanic-wwta/
Balance in board games: When is it important, and when is it boring? Can imbalance actually make some games better? (video):
An overview of hidden traitor and semi-cooperative game mechanisms:
Designing for depth: how depth works in games and some surprising risks of designing deep games:
https://www.underdoggames.com/a/blog/how-much-should-we-focus-on-depth-1
Pros and cons of victory points (video):
Crisis management games: examples of tabletop games that surround players with threats, plus a look at how they work and escalate tension, and design pitfalls to watch out for:
The colors of game design: a framework for how games work and a tool to help with game development:
An exploration of various tessellating shapes and how they might inspire us to create new games:
https://www.thedarkimp.com/blog/2024/09/18/tiles-tracks-and-tessellations/
An in-depth discussion about games that have achieved success by finding solutions to common design problems (audio):
Dynamic markets and Dutch auctions: some ways that games can keep a card market from stagnating:
How a NASA workload assessment tool can be applied to the design and testing of tabletop games:
How luck can feel, how it’s generated, and why it’s used the way it is by game designers (audio):
https://cardboardphilosophypod.podbean.com/e/episode-036-the-luckiest-episode-of-all/
How game components like dice and cards can be considered information storage devices:
Comparing hit points and victory points: their similarities and differences:
The life cycle of resources in games: different ways they can enter the game and change during play:
https://medium.com/@fere_98462/resources-in-games-part-3-life-cycle-617c07a3a52a