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

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

 

Top 7 Ways to Improve Your Playtest Feedback Quality

Here are our top 7 ways to improve your playtest feedback quality. If you want a spoiler, here’s the list!

  1. Ask negative leading questions. Trash/talk down your own game.
  2. Stay focused and interested in every word play testers say. Don’t defend anything. Don’t break their flow.
  3. Focus on problems and steer away from solutions.
  4. Ask about feelings.
  5. Explain what type of feedback you’re looking to get.
  6. Record audio.
  7. Get anonymous feedback at least once and late in the process.

Audio/Podcast Version:  http://traffic.libsyn.com/theforbiddenlimb/BGBP055.mp3

Resources

Finding Art For Your Prototype

The Forbidden Limb debuts on The Dice Tower Network with tips on finding art for your prototype.

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP016.mp3

Links mentioned:

Top 9 Designer Considerations for Publishing Contracts

Jeremy tells us the top 9 items he believes designers should consider adding to a publishing contract before they sign it.

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP015c.mp3

We don’t have video for this one due to some camera issues. Sorry about that!

Publishing Contracts

Learn about the important clauses in a contract between a tabletop game designer and publisher. What does a contract look like and what do you want to make sure is included, both from the publisher and designer perspective?

Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/FLP015b.mp3