Episode #92: Top 5 Developer Mistakes with John Brieger

John Brieger talks about some of the biggest mistakes he’s made during the development process so we can all learn from them. This is a follow-up to Episode 91: Going Full Time as a Game Developer with John Brieger.

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Episode #91: Going Full Time as a Game Developer with John Brieger

Learn why your game needs development help with professional developer, John Brieger. After you listen to this one, make sure to check out Episode 92: Top 5 Developer Mistakes with John Brieger.

Audio Version:

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Episode #90: Top 5 Rough Edges on a Kickstarter Game

We discuss the top 5 most common rough edges on a Kickstarter game so you can avoid them on yours!

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Episode #87: Top 5 Time Savers for Game Designers

In this episode, we are going to cover a bunch of tips for you game designers to SAVE YOU TIME.

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Audio Direct Link: http://traffic.libsyn.com/theforbiddenlimb/bgbp_time_savers_final.mp3

Episode #83: Top 5 Ways to Deal with Scope Creep

Patron Andrew van Ingen suggested this episode on how to deal with scope creep. Here’s the list we go through!

5) If some people don’t hate it, you are doing it wrong.

4) Don’t let experiments linger.

3) Determine the scale, audience (learning time), price point and play time of your game.

2) Have an “always pruning” mindset. Always be thinking about the parts that aren’t SUPER DUPER fun.

1) Understands that hobby gamers (and many designers) will ALWAYS ask for more.

Audio Direct Link:
http://traffic.libsyn.com/theforbiddenlimb/BGBP083.mp3

Episode #79: Signs It Is Time to Give up on a Design

(link for direct download of podcast episode)

When you’ve been working on a design for a while and you’re not sure if there’s enough there to keep going with it, we have some signs that it might be time to give up on it. If you want a spoiler, the signs are:

5) No market opportunity
4) Design colleagues don’t ask about the status or encourage you to keep working on it
3) Too long to play/too long to explain the rules
2) Not fun enough (playtesters don’t ask to play again)
1) No hook or the hook is not good enough

Episode #78: Reasons to Theme Your Prototype

(link for direct download of podcast episode)

We go over the top 5 reasons to theme your prototype and some discussion around them. If you want to have them spoiled, here are some of our notes on each one:

5) Theme makes it easier to learn your game. It drive cohesion, direction, and rules comprehension.

4) Some publishers really care about theme (like Brian) so you’ll get more opportunities if your game has one. You’ll get in the door. Theme sells better than math. Games are an experience, and theme tells your story.

3) A themed games is more interesting to players so you’ll get more playtesters. It shows your playtesters that you respect their time and level of enjoyment.

2) Save the publisher time by showing them it is complete. A game with no theme isn’t done yet and they would usually not do that work if they can avoid it. Once you’re in the door, you’re more likely to stay there.

1) Theme is part of the design. Why are we even talking about them as if they are independent parts?

 

Episode #74: Rules for Writing Rules

Listen Here: http://traffic.libsyn.com/theforbiddenlimb/BGBP074.mp3

Learn all about Jeremy’s “7 Rules for Writing Rules” and what Richard and Brian think about them. We actually disagree on this on more than most episodes!

  1. Force yourself to write your rules right away and have them ready for your first playtest with real people.
  2. Start strong. Tell a story as you give the theme.
  3. Use software to maintain your rules and keep them always up-to-date.
  4. Add notes to add diagrams later.
  5. Put a component list at the end of the rules use a component diagram with labels.
  6. Use 2nd person to specify “you”.
  7. Use white space and formatted lists.

Gen Con Designer Events and Metatopia with Double Exposure’s Vincent Salzillo

Brian had the pleasure of interviewing Vincent Salzillo, President of Double Exposure, Inc. His company organizes Gen Con events such as First Exposure Playtest Hall and the new First Encounter Designer Showcase (publisher speed dating) events. They also organize conventions such as DEXCON, DREAMATION, and METATOPIA. Plus they run the Envoy programs. It’s a lot! This is what we cover in 30 minutes:

  • METATOPIA – A convention for game designers.
  • First Exposure Playtest Hall – A Gen Con event for playtesting your game.
  • First Encounter Designer Showcase – A Gen Con event where you pitch your game to publishers, in a format similar to “publisher speed dating”.

Resources

 

 

Getting More Prototype Plays

Podcast Link: http://traffic.libsyn.com/theforbiddenlimb/BGBP069.mp3

Today we talk about ways to get people to play your ugly prototype! Some topics:

  • Imaginary friends
  • Design partners or other trusted designers
  • Protospiel/Unpub
  • Designer groups
  • General playtesting groups
  • Fostering an inviting community
  • Print-and-plays
  • Conventions at a free table
  • Conventions as an event
  • Other convention options
  • Digital simulations
  • Paid playtesting

Resources