The Design Filter: How To Tell Whether More Content Actually Makes A Better Game

BioWare’s closure raised a difficult industry question for me last week: what happens when we become better at counting production output than recognising design judgment? This is the question at a smaller, practical scale. When a proposed feature arrives, how do we tell whether it belongs in the game? I use a design filter. It asks what fantasy the feature supports, what decision it creates, how the game responds and whether the existing rules can support it. Those questions won’t make production easy. They will stop a team from mistaking an expanding feature list for a developing game...

Good Friction Makes The Fantasy Stronger

A lot of games are designed around removing friction. Movement becomes faster. Failure becomes softer. Resources become plentiful. Objectives become impossible to miss. Characters automatically grab ledges, recover health, identify important objects, and politely solve half the problem before the player has finished working out what the problem was. These decisions can improve accessibility, pacing, and usability. That doesn’t make them bad. The problem begins when removing friction also removes the behaviour that makes the fantasy meaningful...