Leave It Out
February 13, 2010
I just wanted to play with the blocks! Now I feel like I'm not doing what I'm supposed to be doing if I don't make some use of everything.Don't.
I'm serious, don't.
Rare is the game to which the solution is "put more stuff in it."
Your game may need better design, you may need to spend more time on your designs, but you definitely don't need more stuff in your game (particularly if you need better design or more time spent on your designs...).
Scope is precious in games design. Indeed, most games — if not all, I'll go ahead and say it — should have reined in their scope before they went to press or shipped gold.
For most designers, this is antithetical thinking. Whether hubris, inexperience, or unmitigated love of the genre, they want to make one enormous game that is all things to everyone, with a feature set that keeps players coming back year after year, level after level, to plumb another facet of their grail-game, to master another aspect of their unending mine of entertainment.
It's no coincidence that the solitary resource that a game can demand of its audience — time — is a precious commodity for designers, too. All of your ideas simply won't fit into your design by your launch or print time. Those ideas may or may not even have any place in the greater game you're designing, so taking time away from the features that do fit is doing them a disservice. (Brenda Brathwaite has an article about the time constraints of design, while we're talking about it.)
A simpler feature is easier to understand and easier to use. The fewer restrictions you place on a function, the broader its application it is and the more creatively players will find a way to use it.
The Bejeweled minigame in Lineage II both breaks immersion and distracts players from each other.In video games, overdesign sometimes results in feature bloat. The extraneous feature feels tacked on, or it's hard to find a thematic fit for the feature in the game in question. The Bejeweled-type minigame in Lineage II, for example — what's it doing there? It's a time waster, sure, and a great casual game... but time I'm spending playing the minigame is time I'm not spending forming and exploring relationships with other people, which is the entire point of MMOs. TetraMaster, likewise, feels out of place in the Final Fantasy games, because it's something outside the world. It's a fine side game, and putting Final Fantasy flourishes on it adds a bit of recognition and fun, but the idea of killing monsters and having them drop cards of themselves is boggling.
In tabletop games, overdesign sometimes manifests as "supplement-itis." It's a bit more of a problem at the tabletop, too, because every user doesn't just patch his client to ensure version compatibility with the other players. If I'm playing D&D and I don't have the book that defines swift actions, I might not be playing with rules that work the same way yours do. If we're playing Vampire: The Requiem and I have the rules for a bloodline that you've never seen before, we're going to have a game experience that loses something in the disparity. The benefit of tabletop games is that they have a living, creatively thinking arbiter running things, but what if she doesn't have all the supplements herself? And of course, these are gross examples, and wholly subjective. As well, they're games published by publishing companies whose business is selling books, not making sure your game is consistent.
Ultimately, when you're making a game for play on a computer or around a tabletop, you need to ask yourself, "Does my game need this?" If your answer is no or, worse, you find yourself trying to convince yourself that, yes, your game does need this, it's best to leave it on the cutting room floor.
As a coda to the merit of leaving things out, remember the beauty of broad strokes. If you leave something out or undetailed, the thing that occupies that space in your players' imagination is always going to be richer and more evocative than what you ultimately show them. Remember the man behind the curtain in Oz? As well, something that's not predetermined can be used in a creative new way, meaning you'll have the joy of seeing emergent gameplay happen and seeing the way playing your game lets the players synthesize their experiences into something of their own communal creation.
d&d,
keep it simple,
overdesign,
vampire,
versatility in
Design,
MMOs,
RPGs,
Tabletop Games,
Video Games 








