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Normale Ansicht

How to Market Yourself, Your Game, and Your Company with Debbie Moynihan

Von: gabe
27. Januar 2021 um 12:53

Debbie Moynihan, COO of White Wizard Games, discusses how to market yourself, your game, and your company.

Whether you’re a designer pitching to a publisher or wanting to run Kickstarter campaigns of your own, you’ll find some great wisdom in this one. Debbie also breaks down the seven P’s of marketing.

The post How to Market Yourself, Your Game, and Your Company with Debbie Moynihan appeared first on Board Game Design Lab.

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How to Process Feedback with John D’Angelo

Von: gabe
20. Januar 2021 um 12:19

John D’Angelo, desinger of Runelords, discusses how to receive, process, and utilize feedback.

Whether you’re talking to playtesters, gamers, members of your target audience, or anyone else, it’s important to know how to take in feedback, and it’s vital to know how to use it to make your games better.

And be sure to check out John’s game, Runelords, on Kickstarter HERE.

The post How to Process Feedback with John D’Angelo appeared first on Board Game Design Lab.

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Crafting a Humorous Experience with Grant Lyon

Von: gabe
13. Januar 2021 um 12:22

Grant Lyon, desinger of Curmudgeon, discusses everything that goes into crafting a fun and humorous gaming experience.

Grant is a professional stand-up comic, and we talk about joke theory, humor in rulebooks, party games, and more.

The post Crafting a Humorous Experience with Grant Lyon appeared first on Board Game Design Lab.

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How to Make the Game Design Community a Brighter Place with Your Friend Ben Moy

Von: gabe
06. Januar 2021 um 12:27

Your friend Ben Moy, desinger of Breakdancing Meeples, discusses his thoughts on how to make the game design space (and subsequently the world) a better and brighter place to be a part of.

We talk about joining communities that resonate with you, like Girls’ Game Shelf and TGC Designer Discussion, using emojis and GIFs to foster relationships, reminding yourself that everyone is a person beyond the screen, owning up to and growing from your mistakes, and more.​​

Ben devotes a great deal of his time to helping and encouraging others in the game design community and has some great ideas on how we can all work to make this a truly excellent hobby.

The post How to Make the Game Design Community a Brighter Place with Your Friend Ben Moy appeared first on Board Game Design Lab.

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How to Design Games for the Mass Market with Leslie Scott and Freddie Scott Vollrath

Von: gabe
30. Dezember 2020 um 12:49

Leslie Scott, desinger of Jenga, and Freddie Scott Vollrath, designer of Slappy Camper, discuss what all goes into designing and pitching games for the mass market.

We talk about what makes a game “mass market,” getting games into museums, where to pitch game ideas, and more.

The post How to Design Games for the Mass Market with Leslie Scott and Freddie Scott Vollrath appeared first on Board Game Design Lab.

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How to Write a Great Rulebook with Mike Lee

Von: gabe
23. Dezember 2020 um 17:35

Mike Lee, professional rulebook writer, discusses how to put together a clear, concise set of rules for your game.

Mike has written rulebooks for publishers like Button Shy Games, and he’s put together the most in-depth rules writing guide I’ve ever seen. We talk about cognitive load, structure, accessibility, and more.

And if you want to dive deeper, make sure to check out the Rulebook Editors’ Hangout Discord channel HERE.

The post How to Write a Great Rulebook with Mike Lee appeared first on Board Game Design Lab.

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How to Stand Out in Retail with AJ Brandon

Von: gabe
16. Dezember 2020 um 12:51

AJ Brandon, storefront manager at Board Game Bliss, discusses how to make sure your game stands out in retail.

We talk about why some games stay on a store shelf for 2 minutes while other games sit there for 2 years. And we talk about what both designers and publishers can do to get their games noticed.

And be sure to check out AJ’s new podcast about board game design, Fun Problems.​​

The post How to Stand Out in Retail with AJ Brandon appeared first on Board Game Design Lab.

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Using Math to Design Better Games with Emerson Matsuuchi

Von: gabe
09. Dezember 2020 um 12:51

Emerson Matsuuchi, designer of Century: Spice Road, discusses how to use math to design better games.

We talk about game balance, spreadsheets, mathematical models, and more.

The post Using Math to Design Better Games with Emerson Matsuuchi appeared first on Board Game Design Lab.

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askfirestarterspitfire:It’s my new game! Stardust is a...

07. Dezember 2020 um 00:23








askfirestarterspitfire:

It’s my new game! Stardust is a co-operative game for 2-4 players where you and your fellow astronauts guide your spacecraft to its destination at- what’s that, the airlock’s broken? I can’t fix that, I’ve got to run these diagnostics and then I’m due a sleep, and- okay. I can stop by the workshop and print something, but…

You and your friends will have to work together to complete objectives, repair damage and generally try not to die in space. There’s four playable characters with unique abilities to help you on the way, and I kinda went hard on the y2k style because I could.

You can buy the game on The Game Crafter,

or you can try the game for free on Tabletop Simulator!

I hope you enjoy this thing, it’s really captured my imagination, and who knows, maybe I’ll do more with these horses later. Enjoy!

Also, look! Concorde!

A NEW GAME TOUCHES THE BEACON

Puzzles in Games with Shannon McDowell

Von: gabe
25. November 2020 um 12:08

Shannon McDowell, puzzle maker and escape room designer, discusses what designers and publishers need to think about when designing puzzle games and games with puzzles in them.

Shannon has done a ton of research on puzzles and how they relate to culture and cultural biases for Wilfred Laurier University. And she has a great system for defining and understanding the different types of puzzles in games.

[mobileonly]To download this episode to your phone, click <a href=”https://media.blubrry.com/board_game_design_lab/content.blubrry.com/board_game_design_lab/BGDL_209_Shannon_McDowell.mp3″>HERE</a>.[/mobileonly]

The post Puzzles in Games with Shannon McDowell appeared first on Board Game Design Lab.

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What Makes a Great Solo Game with Jeremy Howard

Von: gabe
18. November 2020 um 17:52

Jeremy Howard, reviewer at Man vs Meeple, discusses what makes a great solo game.

Jeremy is super passionate about solo games, and we dive into examples of excellent solo games, capturing tension, solo modes for multiplayer games, and more.

[mobileonly]To download this episode to your phone, click HERE.[/mobileonly]

The post What Makes a Great Solo Game with Jeremy Howard appeared first on Board Game Design Lab.

How to Live a Creative Life with Charlie McCarron

Von: gabe
11. November 2020 um 15:50

Charlie McCarron, designer of Four Humours, discusses what it looks like for a board game designer to live a creative life

We talk about scheduling, self-care, betting on yourself, inspiration, and more.

And be sure to check out Charlie’s game on Kickstarter HERE.​​

[mobileonly]To download this episode to your phone, click HERE.[/mobileonly]

The post How to Live a Creative Life with Charlie McCarron appeared first on Board Game Design Lab.

How to Promote a Game with Allen Wolf

Von: gabe
04. November 2020 um 23:01

Allen Wolf, founder of Morning Star Games, discusses various ways to promote a game and get the word out about it.

We talk about how to contact game stores, traditional media, digital content creators, and more.

[mobileonly]To download this episode to your phone, click HERE.[/mobileonly]

The post How to Promote a Game with Allen Wolf appeared first on Board Game Design Lab.

How to Design Games Online with Bevan Clatworthy

Von: gabe
28. Oktober 2020 um 12:25
Bevan Clatworthy, designer of Ghostel, discusses all the different angles of bringing a game to life when you work exclusively online.

Bevan has been co-designing games online since 2015, and we talk about scheduling, software, good habits, and more.

And be sure to check out Bevan’s game Haunticulture on Kickstarter HERE.

The post How to Design Games Online with Bevan Clatworthy appeared first on Board Game Design Lab.

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How to Design and Publish an Expansion with Patrick Lysaght

Von: gabe
21. Oktober 2020 um 13:52

Patrick Lysaght, designer of Commissioned, discusses the process of designing and publishing an expansion for a game.

We talk about the different kinds of expansions, design challenges, and what it takes to bring them to the marketplace.

And be sure to check out Patrick’s expansion to Commission on Kickstarter HERE.

The post How to Design and Publish an Expansion with Patrick Lysaght appeared first on Board Game Design Lab.

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You can play heavy eurogames and crunchy strategy games on...

20. Oktober 2020 um 01:31
















You can play heavy eurogames and crunchy strategy games on Tabletop Sim, but I don’t think that’s getting the most out of it. There’s a lot of games that have lots of neat automation if you want to play something a bit closer to a video game, but I feel that the game really shines when you’re using it for the things that only board games can do - playing with your friends.

If you don’t have it already, it’s on Steam here!

Designing Word Games with Lori Love and Lea Velocci

Von: gabe
14. Oktober 2020 um 13:40

Lori Love and Lea Velocci, founders of People for Goldfish, discuss the ins and outs of designing word games.

We talk about components, scoring systems, accessibility, fun factor, and more.

And be sure to check out Lori and Lea’s game Word Hustle on Kickstarter HERE.​​

The post Designing Word Games with Lori Love and Lea Velocci appeared first on Board Game Design Lab.

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How to Run a Publishing Company with Scott Gaeta

Von: gabe
07. Oktober 2020 um 13:39

Scott Gaeta, founder of Renegade Game Studio, discusses his journey to become one of the most well-known publishing companies in the industry. 

We talk about business advice, marketing, game development, and more!

The post How to Run a Publishing Company with Scott Gaeta appeared first on Board Game Design Lab.

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Fields of Green

06. Oktober 2020 um 17:01

I recently spotted a geek-auction from a friend, which led to the another debate with my constant companion, the Imp of the Perverse.

“Shiny! Bid on some games.”

“You still haven’t played all the games you bought from the last time he had an auction, which was earlier this year.”

“So, I’ve been wanting a copy of Fields of Green since my experience trying Caverna. Earlier than that, even.”

“You mean Fields of Arle. And you haven’t even read the rules for a game from the last auction…”

“Yeah, but it looks great. I’m bidding.” And with that, the Imp of the Perverse apparated away, but not before I caught the look of disgust on his face.

I think he’s giving up on me.

(I did actually know that I wasn’t getting Fields of Arle before bidding, but it got decent reviews and — why not? — it’s not like I have a wide variety of other activities going on these days. My collection has grown a fair amount over this March-that-Never-Ended).

So far I’ve played this twice as a solitaire game, which is …. OK. FoG is a drafting/engine-builder, and in the solo game you basically have three cards, draft one, discard one, and repeat, so it retains some of the feel of the main game (I imagine). It was pleasant enough, the Imp grumbling in the back of my head that it would be better if it were great or terrible, but its OK.

I do like:

  • The spatial element in the cards (square) cards. Most fields must be pretty close to a water tower, and you’ll need a few of them (you can discard a drafted card to get a water tower instead). Some cards give bonuses/penalties for being near other cards.
  • Three types of currency (money, water and food) are enough to present options without the overwhelming “too many notes” aspects of some games. Food and Water also have maximums in storage (via water towers and silos).

But the downside:

  • Since you get only the barest selection of cards (you can choose a distribution of fields/livestock/buildings/prestige buildings, but not the specific ones, and then you draft them) all the spatial element is mostly reactionary — oh, pigs want to be near X? Well, that’s great. You may or may not see pigs this game. Only the water tower stuff is plannable.

So — right now Fields of Green feels like some pretty good ideas, thrown together haphazardly.

Rating — Indifferent.

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