Here is our podcast episode on the 10 questions you should ask yourself while designing a game:
If you’d rather not listen to it and you just want to ask yourself some thought-provoking questions about your game, here is the list!
Which feeling(s) am I trying to deliver?
Why would someone play or buy this game instead of others? What’s the hook?
Which core element will keep people engaged in my game?
Which decisions am I giving players that will keep people playing?
Which types of players am I targeting for my game? And what is the weight and play time will it have?
How many high-level strategies can you win with?
What is the single core mechanic in my game? (everything else you can cut, if needed)
How much downtime do players have?
How do players interact with one another and does it fit with the theme?
What is confusing players when they play?
What player counts can this support? Can you expand that count?
What will the MSRP be?
Do players feel like they are in the universe/theme?
Where will people be playing this game?
What is my exit strategy for this game? Kickstarter? The Game Crafter? Selling direct? Pitch to a publisher?
Can I make changes to the game to tailor it to the publisher I think would want to publish it?
Is this game too similar to an existing game?
Richard interviews Juliana Patel and Ariel Rubin who created the extremely successful
Escape Room in a Box: The Werewolf Experiment that is now being published by Mattel. He learns all their secrets from their 2,000+ backer debut campaign! Some specific topics:
Partnering with Mattel
Escape room game opportunities
Replaying escape room games
Playtesting an escape room game
Creating the puzzles
Lessons learned from the Kickstarter campaign
Finding your audience
Here are our top 7 ways to improve your playtest feedback quality. If you want a spoiler, here’s the list!
Ask negative leading questions. Trash/talk down your own game.
Stay focused and interested in every word play testers say. Don’t defend anything. Don’t break their flow.
Focus on problems and steer away from solutions.
Ask about feelings.
Explain what type of feedback you’re looking to get.
Get anonymous feedback at least once and late in the process.
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP055.mp3 Resources
Today we have Jeremy and Brian’s top 10 ways to build your network within the board game industry:
J10 – Participate in contests.
J9 – Be easy to find on social media.
J8 – Place encouragement above criticism.
J7 – Do your homework to avoid wasting publishers’ time.
J6 – Observe Publisher Speed Date.
J5 – Go to Protospiel and Unpub events.
J4 – Attend cons where industry experts have time to talk.
J3 – Don’t view community as a vending machine.
J2 – Offer service or resource to the community.
J1 – Play other designer games.
B10 – Volunteer at con booths.
B9 – Run local events.
B8 – Playtest other people’s games.
B7 – Comment on blogs and YouTube videos.
B6 – Create content.
B5 – Be active on social media.
B4 – Go to bigger cons to meet elites.
B3 – Go to smaller cons for local community.
B2 – Find your local game nights.
B1 – Help others in the industry.
How should you use print-and-plays as a designer, publisher, or indie creator? We discuss some options!
Limited or Full Version?
What do players use them for?
Why a P&P isn’t giving the game away.
PnPs at Cons
Join us for a discussion on the tools you need to host your own game design convention, such as:
Mom & Pop Restaurant
Getting Published Designers
Travel and Experience
Supporting and Nurturing Designers
Publishers at Conventions
First-time Designers at Conventions
Untested Games at Conventions
We sprinkle in these game balancing topics, among others, into our discussion:
Easy to Balance Games
Hard to Balance Games
How many playtests?
How to Make Adjustments
Cutting to Balance
Balancing and Adding
Types of Players
Length of Game
Keeping Scores Close
Audio Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP039.mp3