• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:34
CEST 14:34
KST 21:34
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"2ZeroSpace Early Access is Now Live!26Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)90
StarCraft 2
General
Reynor: GSL Loss Wasn't About Preparation Format What's the best tug of war? Balance hotfix patch 5.0.16b (July 16) How would you feel about frequent/monthly balance patches for SC2? Clem: "I don't have that much hope in Blizzard"
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN RSL Revival: Season 6 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
[M] (2) Industrial Park New Map Maker - Looking for Advice - Love or Hate
External Content
Mutation # 535 Assembly of Vengeance The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together
Brood War
General
ASL22 General Discussion Making an Online Broodwar Manager Game BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion How Famous was FlaSh before his Debut?
Tourneys
[Megathread] Daily Proleagues Escore Tournament - Season 3 Small VOD Thread 2.0 [IPSL] Spring 2026 Grand Finals - This Weekend!
Strategy
Simple Questions, Simple Answers PvT advise for noobs Fighting Spirit mining rates Creating a full chart of Zerg builds
Other Games
General Games
Path of Exile ZeroSpace Early Access is Now Live! General RTS Discussion Thread Nintendo Switch Thread Diablo IV
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance Vanilla Mini Mafia
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread How to buy a book - shipping from Korea to Europe The Games Industry And ATVI
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Series you have seen recently... Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2026-27 Football Thread placeholder 2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
How Games can Help with Majo…
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4144 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 20h 27m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 216
Rex 109
StarCraft: Brood War
Calm 9229
Rain 2482
Shuttle 1982
Mini 578
Zeus 541
BeSt 468
firebathero 376
Soulkey 341
Soma 226
910 226
[ Show more ]
Rush 218
Stork 208
Larva 192
Last 160
Hyun 109
hero 64
ToSsGirL 54
[sc1f]eonzerg 48
soO 47
Sexy 34
sorry 32
Hm[arnc] 21
NaDa 21
yabsab 19
Sacsri 19
Shine 18
Barracks 15
ajuk12(nOOB) 11
Noble 10
scan(afreeca) 10
Terrorterran 6
Dota 2
Dendi994
syndereN337
XcaliburYe227
Counter-Strike
fl0m3023
Heroes of the Storm
Khaldor135
Other Games
singsing2112
FrodaN1843
B2W.Neo822
Lowko537
QueenE69
DeMusliM51
CosmosSc2 48
Organizations
StarCraft: Brood War
CasterMuse 27
lovetv 22
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH372
• Response 83
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1164
Upcoming Events
RSL Revival
20h 27m
Clem vs ByuN
Rogue vs Lambo
OSC
23h 27m
Online Event
1d 2h
WardiTV Weekly
1d 22h
Sparkling Tuna Cup
2 days
INu's Battles
2 days
Cure vs herO
ByuN vs Rogue
PiGosaur Cup
3 days
The PondCast
3 days
Kung Fu Cup
3 days
Patches Events
4 days
[ Show More ]
Replay Cast
4 days
CrankTV Team League
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
6 days
Afreeca Starleague
6 days
RSL Revival
6 days
WardiTV Summer Champion…
6 days
Liquipedia Results

Completed

Escore Tournament S3: W4
HSC XXIX
Eternal Conflict S2 E3

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
ASL S22 SEASON OPEN Day 2
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Eternal Conflict S2 Finale
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
CSLAN 4
ASL Season 22
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Light Tournament 2026
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
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.