Back when I worked at EA there were obviously many horrible aspects to its culture. But one thing I always thought was cool was that they had a notion of a "razor". This was a principle or guideline that was worded specifically enough to clearly slice up a set of options into whether they fit it or not. When designing a game, "The game is fun," is a shitty razor because it doesn't tell you how to prioritize or make t…
> When designing a game, "The game is fun," is a shitty razor because it doesn't tell you how to prioritize or make trade-offs coming from countless hours of playing games and near zero hours making them, I'm curious why "this game is fun" doesn't help you make tradeoffs. I feel like concentrating on the game being fun would help avoid repetitive mechanics that would be tiresome or tedious (inventory management), fre…
Think of it as setting achievable goals for yourself. "I want to improve my life!" is a useless objective; while "my appartment is dirty and I want it to be clean" is a useful one.
"Improving one's life" is so vague it's useless (are we talking about love? Health? Work? Family? Housing? Would you even know what to suggest to someone asking you for advice about this?) while "my apartment is dirty" is a clear objective with clearer solutions: "I'll clean it more often/hire a housekeeper".
"The game isn't fun" is just as vague, especially when you have to make choices regarding resources/money, and especially when "fun" is so different depending on people. If we're talking the Sims, for instance, some people will find more fun in creating sims; some, in creating houses; some, in actually playing with their sims. In this context, trying to make the game "more fun" would be meaningless. "These three sides of the game should feel equally developed" is already a bit better, though still very subjective.