• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:03
CET 00:03
KST 08:03
  • 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
ByuL: The Forgotten Master of ZvT24Behind the Blue - Team Liquid History Book16Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0226LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker16
StarCraft 2
General
ByuL: The Forgotten Master of ZvT Kaelaris on the futue of SC2 and much more... How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 9-15): herO doubles up
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) How do the "codes" work in GSL? Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup: 2025 Grand Finals (Feb 10-16) Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 513 Attrition Warfare The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ACS replaced by "ASL Season Open" - Starts 21/02 [ASL21] Potential Map Candidates Tik Tok Parody about starcraft Ladder maps - how we can make blizz update them?
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 KCM Race Survival 2026 Season 1
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Zealot bombing is no longer popular? Current Meta
Other Games
General Games
Nintendo Switch Thread ZeroSpace Megathread Path of Exile Diablo 2 thread Battle Aces/David Kim RTS Megathread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Ask and answer stupid questions here! Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Inside the Communication of …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2024 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 57m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JuggernautJason238
StarCraft: Brood War
Artosis 110
nyoken 98
Rock 23
NaDa 15
Dota 2
monkeys_forever105
NeuroSwarm102
420jenkins65
canceldota61
League of Legends
goblin11
Super Smash Bros
PPMD36
Heroes of the Storm
Khaldor162
Other Games
summit1g6107
Grubby3578
FrodaN2398
shahzam376
C9.Mang0213
ToD178
Liquid`Hasu160
Organizations
StarCraft 2
angryscii 20
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• musti20045 23
• Reevou 7
• IndyKCrew
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• RayReign 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21128
League of Legends
• Doublelift3130
• TFBlade1423
Other Games
• imaqtpie1589
• Shiphtur229
Upcoming Events
Replay Cast
57m
PiG Sty Festival
9h 57m
Clem vs Percival
Zoun vs Solar
Escore
10h 57m
Epic.LAN
12h 57m
Replay Cast
1d
PiG Sty Festival
1d 9h
herO vs NightMare
Reynor vs Cure
CranKy Ducklings
1d 10h
Epic.LAN
1d 12h
Replay Cast
2 days
PiG Sty Festival
2 days
Serral vs YoungYakov
ByuN vs ShoWTimE
[ Show More ]
Sparkling Tuna Cup
2 days
Replay Cast
3 days
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
Replay Cast
4 days
WardiTV Winter Champion…
4 days
Replay Cast
5 days
WardiTV Winter Champion…
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-02-18
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

Escore Tournament S1: King of Kings
[S:21] ASL SEASON OPEN 1st Round
[S:21] ASL SEASON OPEN 1st Round Qualifier
Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026: China & Korea Invitational
[S:21] ASL SEASON OPEN 2nd Round
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
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 © 2026 TLnet. All Rights Reserved.