A short thread with some observations about how players can perceive randomness differently at different points in a game:
https://bsky.app/profile/salkind.bsky.social/post/3lyqxkl4v4c2u
Tips & Resources for Board Game Designers
A short thread with some observations about how players can perceive randomness differently at different points in a game:
https://bsky.app/profile/salkind.bsky.social/post/3lyqxkl4v4c2u
The designer of Ascension offers up five game design lessons from 15 years of the game:
https://boardgamegeek.com/blog/1/blogpost/177249/designer-diary-5-lessons-learned-from-15-years-of
Player count problems and solutions: What makes games flexible or inflexible at certain player counts, and what can designers and publishers do about it? (video)
Thoughts on why downtime isn’t always a bad thing and why constant engagement isn’t always desirable:
Legal basics for board game designers: patents, trademarks, copyrights, licensing agreements, and more (video):
Why it’s worth the cost for board game designers to attend gaming conventions (video):
A reminder for designers to learn how to process all different types of feedback about your game, even if it’s critical (video):
Tips for designing satisfying combos in a board game (video):
6 places to get a nice version of your board game’s prototype made:
https://boardgamedesigncourse.com/the-top-5-places-to-get-your-board-game-prototype-made/
Digital playtesting: an introductory rundown of tools, tips, and best practices for migrating your prototypes and playtests to the digital sphere (video):
How to simplify rules with shorter sentences:
Designing the kinds of games that are currently trendy: why it’s not an optimal approach to game design and how it’s better to try and start a new trend than to attach your game to a current trend (video):
Tips for designing a megagame for a very large group of players:
https://www.megagameassembly.com/blog/some-megagame-design-lessons-i-learned-the-hard-way
Saving time when designing games: minimizing work on a game before an initial test and some tips and tricks to help you move faster in your game design process (video):
How to make a simple game that’s also deep, or a heavy game that’s still simple to grasp (video):
This Q&A session with the games team at Kickstarter covers lots of things that game makers should know about crowdfunding and games marketing and funding (video):
Lifestyle games: what they are, what kinds of games can become lifestyle games, designing one today, and more (video):
Tips for playtesting your board game design at a convention—a Reddit tabletop game design forum discussion:
This board game designer glossary has brief explanations for tons of everyday industry terms that all designers should know:
https://streamlinedgaming.com/board-game-designers-glossary/
The pros and cons of scaling games to meet multiple player counts, and the kinds of experiences available at specific counts (video):