Books

The Kobold Guide to Board Game Design

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Summary

"Pull up a chair and see how the world's top game designers roll. You want your games to be many things: Creative. Innovative. Playable. Fun. If you're a designer, add "published" to that list. The...

"Pull up a chair and see how the world's top game designers roll. You want your games to be many things: Creative. Innovative. Playable. Fun. If you're a designer, add "published" to that list. The Kobold Guide to Board Game Design gives you an insider's view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business"--amazon.com.

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Creator
by Mike Selinker with James Ernest, Richard Garfield, Steve Jackson, and a dozen more of the world's best designers
Other Titles
  • Guide to board game design
  • Board game design
Format
Books
Contributors
Publication
  • Kirkland, WA : Open Design LLC, [2011]
  • ©2011
Physical Details
  • vi, 138 pages ; 23 cm
ISBNs
9781936781041, 1936781042
OCLC
ocn828688134

  • Part 1: Concepting. The game is not the rules / James Ernest ; Play more games / Richard Garfield ; Pacing gameplay: three-act structure just like God and Aristotle intended / Jeff Tidball ; Metaphor vs. mechanics / Matt Forbeck ; Whose game is it anyway? / Mike Selinker -- Part 2: Design. How I design a game / Andrew Looney ; Design intuitively / Rob Daviau ; Come on in and stay a while: designing gateway games to create new gamers / Lisa Steenson ; The most beautiful game mechanics / Mike Selinker ; Strategy is luck / Let's make it interesting: designing gambling games / James Ernest -- Part 3: Development. Developing dominion: what game development is all about / Dale Yu ; Thinking exponentially: the tricky task of imbalancing collectible games / Paul Peterson ; Stealing the fun / Dave Howell ; Writing precise rules / It's not done till they say it's done: the who, what, where, when, and why of playtesting / Teeuwynn Woodruff -- Part 4: Presentation. Amazing errors in prototyping / Steve Jackson ; Everything you always wanted to know about prototypes (but were afraid to ask) / Life's a pitch: how to license your game / Richard C. Levy ; Getting your game published: the process from proposal to print / Michelle Nephew
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