Learn why your game needs development help with professional developer, John Brieger.
We discuss the top 5 most common rough edges on a Kickstarter game so you can avoid them on yours!
In this episode, we are going to cover a bunch of tips for you game designers to SAVE YOU TIME.
Audio Direct Link: http://traffic.libsyn.com/theforbiddenlimb/bgbp_time_savers_final.mp3
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:
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
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?
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!
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:
Podcast Link: http://traffic.libsyn.com/theforbiddenlimb/BGBP069.mp3
Today we talk about ways to get people to play your ugly prototype! Some topics:
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!