When making a historical game, how to decide what to include and what to leave out? A Bluesky board game designers discussion:
https://bsky.app/profile/biffybeans.bsky.social/post/3m2d575y6mk2y
Tips & Resources for Board Game Designers
When making a historical game, how to decide what to include and what to leave out? A Bluesky board game designers discussion:
https://bsky.app/profile/biffybeans.bsky.social/post/3m2d575y6mk2y
Player psychographics: how archetypes of different players and what they want from games can help designers make better design decisions (video):
Games that hold scoring until the end can leave players unclear about what their goals are. Here are some fixes to give players earlier, clearer feedback (video):
Designing traditional and abstract board games (video):
Insights into the vetting process that publishers typically put new potential game designs through before seriously considering them as realistic options for future publication (video):
Common game design problems and suggestions for overcoming them: being stuck on a mechanic, downtime, overwhelmed players, lack of interaction, and when the game just isn't great (video):
Lessons learned from 10 years as a published board game designer (video):
This chat with a game designer and developer considers what makes a game “cozy” and what makes it a good product (video):
The designer of Wyrmspan and the head of Stonemaier Games discuss the board games that they’ve learned the most from (video):
How to design cooperative games—lessons learned from a designer who has made several of them (video):
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):