Reddit Reddit reviews Kobold Guide to Board Game Design

We found 11 Reddit comments about Kobold Guide to Board Game Design. Here are the top ones, ranked by their Reddit score.

Humor & Entertainment
Books
Puzzles & Games
Board Games
Kobold Guide to Board Game Design
Check price on Amazon

11 Reddit comments about Kobold Guide to Board Game Design:

u/DrChrisp · 8 pointsr/boardgames

There ARE several good books, I would highly recommend

The Art of Game Design: A Book of Lenses

Kobold Guide to Board Game Design

BUT neither of those books actually teaches you mechanics and balancing, they just explore problems and ideas that you might run into. Playing games is how you learn different mechanics and how they combine, and balancing is just a thing that happens naturally as you playtest and observe what players do.

The coolest part of board game design is it doesnt require any previous training. Just grab some notecards and a pen and start exploring ideas. When you find something that seems fun, explore deeper into that idea.

You also might wanna check out /r/tabletopgamedesign

[Edit: Spelling]

u/kalas_malarious · 7 pointsr/gamedev

Are you looking for how to make games? Not just programming, but actually make them? I have some suggestions, but they often aren't about programming. There is a million books about programming, but finding those that talk about the ideas and ways to successively improve is a better point to start from.

  • The Art of Game Design: A Book of Lenses
  • Game Design Workshop: A Playcentric Approach to Creating Innovative Games
  • Kobold Guide to Board Game Design

    Making video games is easy. Put the pitchfork down and let me explain. Anyone can open unity and load some assets and call it a game. Making good games is difficult, and even if you are not looking at card/board games, you should be prepared to test your game on paper. It is easier to make iterative improvement if you can look for mechanical and mathematical issues by scrawling some notes on paper cards.

    For a book that covers both programming and game design, I also suggest this one.

    These books will cover the psychology, the pitfalls, etc that come with making a game. You do not need a class to make a game portfolio. You can often get things done faster by a book, because it's goal is to teach as you read, not set a timer for 15 weeks. It can assume you will do it over 26 weeks or more if the book is huge.

    Anyway, this is a much larger reply than I intended. Hopefully these are informative. If nothing else, they are significantly cheaper than a class.
u/MagicPirateWilly · 5 pointsr/tabletopgamedesign

This book does a great job on giving industry tips and tricks on game design in the form of topic based essays and is in my opinion the best way to get immersed in the culture of game design as a newbie. https://www.amazon.com/Kobold-Guide-Board-Game-Design/dp/1936781042

On the topics of game balance, theory, pitfalls, tips, I think I speak in line with many users of this and other game design communities when I say: "Just get something out that is broken and messy and put it in front of a group of unbiased playtesters." Once you get your game/RPG system in front of real players you'll quickly find out what their experiences are with what you've built and where to take your design for its next iteration.

In general:
"Playtest early and playtest often."

u/jarkyttaa · 5 pointsr/tabletopgamedesign

As a quick note, add two spaces after your links in order to create a line break for your headings.

Another good resource for icons is http://game-icons.net/.

The Kobold Guide to Board Game Design is a solid repository of advice for designers.

Also, this is a bit specific to me and won't have the same impact for every designer, but this was the single most important piece of advice I've ever read regarding game design: http://boardgamegeek.com/blogpost/11885/you-have-have-guts-ask-question

The single biggest issue I had with designing when I started is that I would solve design problems by adding new rules to cover any edge cases that came up. "This thing is exploitable? Let's add a new mechanic that fixes that." "This part is confusing? Let's add another system that helps the player better understand the existing system." There was some amount of give and take, but it largely just boiled down to bloated designs. Ever since I started designing with the philosophy that no rule is sacred in mind, I became a much more competent designer basically overnight.

u/Danwarr · 2 pointsr/boardgames

You might want to give a few of these a read before diving right in. Just because you have some experience playing various games does not mean that experience is going to completely transfer over to game design.

Kobold Guide to Board Game Design

Characteristics of Games (MIT Press)

The Art of Game Design: A Book of Lenses, Second Edition

u/RaunchySlappy · 2 pointsr/boardgames

Thanks for the great question! I'll answer the way my mother always answer my long emails...

  • Background? My background is in actually more on the visual creative side rather than the game design side! I graduated from the Massachusetts College of Art and Design with a degree in Illustration. My thesis project was to create and illustrate an entire game on my own ("Landfall" mentioned in a couple other places in this thread). Of course I ended up focusing on (and enjoying more) designing the gameplay and player experience aspects of the game.
  • Motivation? I really just want to design games and have people play them! If I'm lucky I'll break even on this project, haha. I've tried to keep everything as minimal and efficient as possible, to get the game to the people is my only real intent. It is incredibly satisfying when demoing the game to watch people truly enjoying something I've poured my blood, sweat, and tears into.
  • What resources did you seek/find? I am lucky enough to have a fantastic day job to afford to keep the lights on (and the 3D printer running), and have done lots, and lots, and lots, and loooots of research. The thing they don't tell you is that when you want to get your game published through KS, its like getting a third whole new job (in addition to my day job and my board game design job). It is so in depth you can practically major in crowdfunding. I read a ton of stuff from Jamey Stegmaier, have been reading this book andthis book, and have done lots and lots of trial and error.
  • Which resources were most helpful to you? Probably the 3D printer was one of my best investments as a tabletop game designer. It reaaaaally helps immerse the player (and myself) in the game I am creating if I can basically instantly create whatever components I want. (I purchased this affordable 3D printer and have had great success with it)
  • What approach worked for you personally, and how is it different from other boardgame designers? This is a really good question. Board game designing isn't typically something that becomes someone's full time job. Each person who has made the leap usually starts somewhere vastly different from game designing, and I believe that gives each designer a very unique perspective to their games and the way they go about creating them. For me, those things are mostly visually creative-related. At work I do illustration, graphic design, photography, videography, video editing etc etc. So making a decent looking prototype is something that I was able to do (mostly) on my own, and similarly making a nice game trailer and digital ads was relatively easy for me. While I had the visual components down, I differ from other designers who have different characteristics that they bring into play like business experience, industry contacts, an in depth understanding of Kickstarter (I am pretty familiar with KS, have backed a few things, but I am by no means a superbacker myself).
  • The biggest challenge you are proud to have overcome? Even though my campaign isn't at its goal just yet, I am proud at the amount of people I have been able to spark some interest and connection with through my game when starting basically from scratch. They say to have a successful campaign you need to have at least 10,000 emails when you launch, I had about 150 (I lucked out when my game trailer ended up blowing up on Reddit about a week before launch). It was very hot in that pigeon suit I wore for 4 days straight at PAX East promoting Crumbs, and it was exhausting taking a 5 day trip to NYC and demoing the game every day, but it was so worth it. This is my first game, and for someone starting with a near zero fanbase, I am proud my game has been able to touch this many people to begin with.
u/EdgeOfDreams · 2 pointsr/tabletopgamedesign

It's possible to hire people to do it - there are companies that specialize in finding people to do focus-group testing of various products - but that's a bit expensive.

This book on board game design has a couple chapters on playtesting that would be relevant: http://www.amazon.com/Kobold-Guide-Board-Game-Design/dp/1936781042

u/codyisadinosaur · 2 pointsr/tabletopgamedesign

As far as books go, I highly recommend the "Kobold Guide to Board Game Design:"

https://www.amazon.com/Kobold-Guide-Board-Game-Design/dp/1936781042

It has a bunch of articles from board game designing veterans and will give you some great tips on everything from how to get started, to how to polish up your prototype for publishers.

As for making a board game from an existing franchise... that's something where the owner of the IP reaches out to you, not the other way around. They'll typically be looking for industry veterans who have had several best-selling games over the course of several years. So unfortunately for 99.99% of us, designing a product for a franchise like Warcraft or Game of Thrones will never be anything more than a dream.

u/TribalDancer · 2 pointsr/boardgames

Combine with blank cards, your own blank folding game board, some neutral pawns, and/or a set with pawns, tokens, timers, and more, and you're set!

Need inspiration? Do a Little. Reading.

u/JoypulpSkate · 1 pointr/tabletopgamedesign

Since you're asking this kind of question, I would say the first step is to read and listen to all the interviews and literature that's out there first first. Having a base knowledge of the industry is going to help you with all future steps you've listed.

Kolbold's Guide to Board Game Design is a great book to kick off the journey.

There's also many board game design podcasts out there that I found extremely helpful:

The Board Game Design Podcast
Ludology
Tuesday Knight Podcast