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.
Today we discuss how to design around analysis paralysis:
Is it a bad thing?
Limiting your decision space
Add more options/decisions as you go
Allowing players to “mess up” the next player’s carefully laid plans
Reference cards to make decisions easier
Usability in graphic design or component selection
Keep players engaged
Walls of text
Put longer decisions at the end of a players so other players can take their turns while the other player is thinking
Podcast Link: http://traffic.libsyn.com/theforbiddenlimb/BGBP069.mp3
Today we talk about ways to get people to play your ugly prototype! Some topics:
Design partners or other trusted designers
General playtesting groups
Fostering an inviting community
Conventions at a free table
Conventions as an event
Other convention options
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
Today we go through a quick overview of each iteration of our design process from a tool perspective. We discuss which of these tools work well and which ones we’ve used in the past. We also cover some of the software we use to stay connected to our designer partners. See the list below of everything we mention!
Audio: http://traffic.libsyn.com/theforbiddenlimb/BGBP053.mp3 Resources
At Gen Con 2016, we were on a panel to talk about lots of publishing topics. These were the folks on the panel:
JT Smith of The Game Crafter
Zachary Strebeck, the Game Lawyer
Jeremy Commandeur, Game Designer
Brian Henk of Overworld Games
Here are some topics we discussed:
Forming your business
Game manufacturing options (US, Europe, China, etc.)
Different ways to sell your game
Traditional and alternative distribution models
Game awards and contests
What should you do yourself? What should you pay others to do?
Game publishing contract royalties
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