• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:24
CEST 09:24
KST 16:24
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Weekly Cups (June 30 - July 6): Classic Doubles0[BSL20] Non-Korean Championship 4x BSL + 4x China3Flash Announces Hiatus From ASL63Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event22
StarCraft 2
General
Weekly Cups (June 30 - July 6): Classic Doubles Program: SC2 / XSplit / OBS Scene Switcher The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Weekly Cups (June 23-29): Reynor in world title form?
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
SC uni coach streams logging into betting site Player “Jedi” cheat on CSL Flash Announces Hiatus From ASL BW General Discussion Practice Partners (Official)
Tourneys
CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China The Casual Games of the Week Thread [BSL20] Grand Finals - Sunday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Stop Killing Games - European Citizens Initiative US Politics Mega-thread Summer Games Done Quick 2024! Summer Games Done Quick 2025! Russo-Ukrainian War Thread
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 665 users

Efficient Game Design & Discord

Blogs > qxc
Post a Reply
qxc
Profile Blog Joined May 2009
United States550 Posts
October 21 2015 15:16 GMT
#1
A substantial part of completing a project is choosing a scope appropriate for the amount of time and effort available to devote to said project. As such, it's crucial to use efficient methods when iterating on new features. The basic method for making new content for a game goes as such:

1) Come up with an idea
2) Test it
3) Think on what went right/wrong
4) Modify the idea
5) Repeat

Consider Starcraft, It’s important to reason out potential implications for a unit ahead of time. Simply using your brain should be enough to see that introducing an additional fast, ranged ground splash damage unit for Terran seems destined to fail as it already shares many similarities with the hellion.

That said, imagining a situation will only take the design process so far. We can sit around and theorycraft about the implications of certain abilities but without extensive hands-on playtesting there’s no guarantee that the new implementation will work as intended.

Creating a new construct in our mind and then reasoning based on that construct is the major limitation in this sort of thinking. It’s not that hard to look at a unit’s stats and compare them, but it’s hard to visualize that unit actually fighting another in game. It’s hard to imagine the new situation and then do additional analysis based on that new situation. To maximize our analytical powers we need to have as much of the situation constructed outside of our brain leaving as much energy as possible to analyze what’s actually happening. Trying to both imagine the situation and analyze the implications limits our mental capacity substantially and is sure to lead to mistakes.

Once the idea has passed initial discussion, it’s time to get some hands-on testing. Over-design can be a major pitfall at this point in the process. Over-designing basically means adding more content than is necessary to test an idea’s basic functionality. In Starcraft that would mean doing things like making or using more than a basic model or adding voices to a unit that wasn’t really solidified yet. If the idea doesn’t actually end up working out, that extra work put into making the unit look or sound good can go to waste. Sometimes over designed content can be recycled, but there’s no guarantee. That wasted energy slows down the iterative process and thus inhibits the necessary repeated testing needed to refine an idea to greatness.

The desire to over-design can have many sources, but the core of the issue is one of optimism. When designing something, we really want our idea to be ‘The One’ that works out easily and effectively. Untested ideas are largely terrible and even when not terrible generally need a substantial amount of refinement through testing before they are solid enough to have additional cosmetic type design work done. Sometimes I over design due to simple impatience. When circumstances prevent me from immediately testing a new idea I’ll design more content than needed so that when I do have time to test I can get more done. Sometimes I over design due to a surplus of confidence. Maybe an idea seems so perfect in my head that I can hardly believe it wouldn’t be perfect when I put it into practice.

In Discord, the victory condition is based on life total similar to hearthstone or mtg. Get 0 life and you die. Simple and straightforward. I had an idea to make a loss condition based on the condition of your ‘town’. Essentially, whenever you took damage you would allocate it to some number of villagers in your town. Depending on which villager took damage or died, you would get some additional effect, either positive or negative. The idea was to provide another level of decision making in regards to how you would distribute damage. I was so confident I made a slew of different sorts of villagers before I tested the idea at all. After 1 or 2 days I scrapped the idea wholesale for being too complicated and potentially expanding the scope of the project too much without really adding interesting gameplay. The time that I spent making more villagers for this deck could’ve been spent designing other parts of the game, or just as important, resting so that I could be productive sooner. When I over-design content, a substantial part is usually wasted because all of it shares the same fundamental errors.

Meeting an aggressive deadline means cutting corners wherever necessary. After a few over-design related hiccups while getting back into design mode, I’m testing new ideas with the absolute minimum work possible so that I can iterate on those ideas more rapidly. Once a single version of a new idea works out, it’s easy to generate more content using that idea as a baseline. When working with new ideas, remember to test first and design later. Hope for the best, but prepare for it to fail. By rapidly iterating with the minimum effort when going through unexplored territory, it’s much faster to reach the correct solution.


****
ProgamerDesigner of Aeon's End
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
October 21 2015 17:12 GMT
#2
You hit the nail on the head about over design.

In making my game it was tempting right from the get go to design 15 different heros. Luckily my co-designer was able to advise me not to take this course and start with 1-3 heros.

One thing that is very tough during testing is determining somethings balance. Besides very obvious design flaws, sometimes something may seem OP on the surface and it can be tempting to nerf it right there on the spot. We have been able to make good progress by making sure that we really employ patience and if something seems very powerful up front, to make sure we wait for ample evidence before making a change.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Please log in or register to reply.
Live Events Refresh
Next event in 3h 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Leta 218
Mong 206
Zeus 163
Mind 78
Shine 25
Sharp 21
Bale 11
yabsab 9
Barracks 0
Dota 2
XaKoH 524
Counter-Strike
shoxiejesuss98
Super Smash Bros
Mew2King154
Other Games
Stewie2K537
NeuroSwarm98
SortOf95
ProTech48
Organizations
Other Games
gamesdonequick32721
BasetradeTV7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH382
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2225
League of Legends
• Rush1665
• HappyZerGling177
Upcoming Events
Wardi Open
3h 36m
Replay Cast
16h 36m
Sparkling Tuna Cup
1d 2h
WardiTV European League
1d 8h
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
1d 16h
The PondCast
2 days
WardiTV European League
2 days
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
2 days
Replay Cast
2 days
RSL Revival
3 days
ByuN vs SHIN
Clem vs Reynor
[ Show More ]
Replay Cast
3 days
RSL Revival
4 days
Classic vs Cure
FEL
4 days
RSL Revival
5 days
FEL
5 days
FEL
5 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
FEL
6 days
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.