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!
Force yourself to write your rules right away and have them ready for your first playtest with real people.
Start strong. Tell a story as you give the theme.
Use software to maintain your rules and keep them always up-to-date.
Add notes to add diagrams later.
Put a component list at the end of the rules use a component diagram with labels.
Use 2nd person to specify “you”.
Use white space and formatted lists.
Ed Baraf sits down with Brian Henk to discuss the history of experiments tried at Overworld Games, such as using IPs or releasing a game outside of Kickstarter — and how games have done in terms of profitability and copies sold. Going through what went well and what didn’t may give other creators some insight into what they should and should not do.
Audio Version: http://traffic.libsyn.com/theforbiddenlimb/edo_interview.mp3
Today we talk about how randomness affects our enjoyment of games. It’s slanted towards game design, but also has some crunchy publisher/indie creator perspectives as well. Topics:
Is randomness in games good or bad?
How does it affect your target audience?
Harnessing the power of randomness
This is the Golden Age of Tabletop Gaming Panel from Wondercon 2018 organized by High Voltage. It covers industry trends, game design basics, and how to find events and gamers in your area. The panelists are:
Will Pasquin (Gaming Guru, High Voltage)
Becca Scott (Host, Geek & Sundry’s Game The Game)
Ross Thompson (Games Marketing & Events Manager, IDW Games)
John D Clair (Game Designer, Mystic Vale, Edge of Darkness)
Brian Henk (President, Overworld Games)
Peter Vaughan (Director of Development at Breaking Games)
We have another mailbag episode! These topics were suggested by listeners:
Are environmental concerns a factor for publishers, manufacturers, and designers?
How can I make my game more accessible and inclusive?
What kind of support should publishers donate to charity?
The Overworld Games policy on charities.
Today we talk about social media and how we should use this in the board game industry. Specifically, here are some of the questions and topics:
How should a game designer use social media?
Which social media platforms should a game designer be using?
How should a game publisher use social media?
Which platforms should they use?
Using social media as a phone book or for ease of contacting.
What’s the wrong way to use social media?
Are there other less traditional social media platforms we should be using?
Are there any tools that help you more easily manage your social media accounts?
Today we talk about designing and publishing games for a particular market. Here are some of the topics/questions we cover:
What’s a target market?
Which markets are commonly considered in the board game industry?
Identifying the market that’s right for your game.
Should I use elements to my game to fit a particular group of consumers?
Do publishers have a specific market in mind when they are scouting games?
How do things like ease of play and length of play factor into a market segment?
Should I design a game for a specific market?
Should designers put their target market on their sell sheet?
Are there specific conventions where you’ll find publishers for specific markets?