Quote. . . the process of designing a game consists of a sort of back and forth where you try out new ideas and mechanics which will more often than not fail to satisfy your expectations, but which will also provide you with an opportunity to better understand the question you're trying to answer. I propose that what distinguishes good game design from bad is being conscious and intentional about the problem you are looking to solve. There is no infallible recipe for success, but if you ignore the problem that motivates your work, your game will almost assuredly end up feeling lacking or arbitrary.
QuoteWe can start by exploring other rituals, like the ritual of making coffee in the morning. That ritual is typically short and easy to carry out once you have enough experience.
QuoteReturning to game design, the question then is: how much strategic choice can we allow before we start damaging the sense of familiarity and flow we want to achieve?
QuoteThe system is designed so that fighting is fun and frictionless, while shops provide an opportunity for strategic choice, novelty, and self expression.
QuoteThe designer always has in mind, either consciously or unconsciously, a specific problem they would like to explore.
Quote[The] concept of a game that can be integrated in one's life and played every day is highly interesting to me. . . think about the characteristics such a game must have. . . . [Followed by: a detailed account of the act of game design.]
I am convinced that all game design follows a pattern similar to what I just described. The designer always has in mind, either consciously or unconsciously, a specific problem they would like to explore. . . .
So then, what problem are you currently exploring?