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Subject: Tips for keeping going with your board game projects rss

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Dan Feeny
United Kingdom
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Hi Everyone,

We've written an article on how to stay motivated and keep at your board game design projects, based on our experience in designing our game.

Let us know if you agree with our points? Anything else you would add?

https://www.ganglygames.com/blog/passionprojects

Hoping you all find this helpful in your work.

Feedback welcome!

Dan
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Joe Kell
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Lino Lakes
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Will read it tonight or tomorrow, looks good though!
 
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German Sanders
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Good read!
 
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Joe Kell
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GhostDM23 wrote:
Good read!


This really said it, I hope the Kickstarter goes well for you guys!
 
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patrick mullen
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I come more from the digital game perspective, but this all holds up. The most important thing in a creative project is momentum - it is so hard to create, and so easy to lose. Social pressure, deadline pressure, and just getting in the habit of doing something on the project every day, are all good ways to ensure that the momentum doesn't stall. I think every project of mine has ended with a day where I said, "I think I'll work on this tomorrow instead of today because I'm tired of it today."

Remembering to have fun is certainly a good point that is so easy to get lost in the woods.

I hadn't even noticed your use of fizzle throughout the article until you pointed it out lol.

Less fizzle more sizzle?
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Dan Feeny
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spicyqueso15 wrote:
GhostDM23 wrote:
Good read!


This really said it, I hope the Kickstarter goes well for you guys!


Thanks!
 
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Dan Feeny
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saluk wrote:
I come more from the digital game perspective, but this all holds up. The most important thing in a creative project is momentum - it is so hard to create, and so easy to lose. Social pressure, deadline pressure, and just getting in the habit of doing something on the project every day, are all good ways to ensure that the momentum doesn't stall. I think every project of mine has ended with a day where I said, "I think I'll work on this tomorrow instead of today because I'm tired of it today."

Remembering to have fun is certainly a good point that is so easy to get lost in the woods.

I hadn't even noticed your use of fizzle throughout the article until you pointed it out lol.

Less fizzle more sizzle?


Yeah youre right, momentum is the word that captures the first 3 points in 1. Less fizzle more sizzle indeed!
 
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Beverly Bates
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Great article with a ton of good advice.

I would say the first step is to asses the desired scope of the project and then apply the ideals in your article to that scope. For example, I've made a game by myself, but it was a tiny game for a class, while my current project has involved tons of people helping with design and playtesting (and I haven't even hired artists and manufacturing yet blush). So keeping scale consistent to the project is important to keeping up the momentum and success of the project overall (in my experience)

 
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Carl Nyberg
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Good article. I do some of that already, like work in spurts. The spurts aren't tied to any deadline, though, it's just when I feel like it. Also, I have a couple of people that I bounce ideas off.
 
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Dan Feeny
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Solaine wrote:
Great article with a ton of good advice.

I would say the first step is to asses the desired scope of the project and then apply the ideals in your article to that scope. For example, I've made a game by myself, but it was a tiny game for a class, while my current project has involved tons of people helping with design and playtesting (and I haven't even hired artists and manufacturing yet blush). So keeping scale consistent to the project is important to keeping up the momentum and success of the project overall (in my experience)



Yeah that's a good build, assessing the size and scale first to judge how much effort you need to keep momentum...
 
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Dan Feeny
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bill437 wrote:
Good article. I do some of that already, like work in spurts. The spurts aren't tied to any deadline, though, it's just when I feel like it. Also, I have a couple of people that I bounce ideas off.


Thanks Carl!
 
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