I have just spent time reading 2 articles, on design consideration
and The Early Stages of the Design Process GDD.
These are both highly interesting writings and focus on board game startups with the do's and don'ts of board games,
the design consideration teaches us small but very effective ways to improve on our board game designs such as color, rules, visuals and experience.
part of this article speaks of the simplicity of making icons in your board game, certain games such as Drakon struggled as their coin icon closely resembled another icon within their game
most interesting of all was the idea to add more game pieces then normal this is something that a lot of board games lack. for example a board game containing 55 cards should be shipped with maybe 65 an extra 10 just in case some go missing or get damaged. another important element was setting up a website for people to go to if they have queries about the rules of the game.
The early stages of the design process GDD was a very interesting approach on how to do your prototypes for the game, the main aspect is to keep it cheap and on paper at the beginning saying its important to just u pencil and paper at the beginning, the cheaper and faster you can get something into prototype the better. although it may look cheap and crappy, if the rules work and it keeps people engaged you know that your game will be a hit while barely spending any money at all.
Try to always keep it simple.
and The Early Stages of the Design Process GDD.
These are both highly interesting writings and focus on board game startups with the do's and don'ts of board games,
the design consideration teaches us small but very effective ways to improve on our board game designs such as color, rules, visuals and experience.
part of this article speaks of the simplicity of making icons in your board game, certain games such as Drakon struggled as their coin icon closely resembled another icon within their game
most interesting of all was the idea to add more game pieces then normal this is something that a lot of board games lack. for example a board game containing 55 cards should be shipped with maybe 65 an extra 10 just in case some go missing or get damaged. another important element was setting up a website for people to go to if they have queries about the rules of the game.
The early stages of the design process GDD was a very interesting approach on how to do your prototypes for the game, the main aspect is to keep it cheap and on paper at the beginning saying its important to just u pencil and paper at the beginning, the cheaper and faster you can get something into prototype the better. although it may look cheap and crappy, if the rules work and it keeps people engaged you know that your game will be a hit while barely spending any money at all.
Try to always keep it simple.
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