• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:58
CET 04:58
KST 12:58
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)8Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns6[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Starcraft 2 Zerg Coach
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) WardiTV Winter Cup WardiTV Mondays SC2 AI Tournament 2026 OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution
Brood War
General
Potential ASL qualifier breakthroughs? BGH Auto Balance -> http://bghmmr.eu/ I would like to say something about StarCraft BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Mechabellum Beyond All Reason Stormgate/Frost Giant Megathread Awesome Games Done Quick 2026! General RTS Discussion Thread
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Psychological Factors That D…
TrAiDoS
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1894 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
AI Arena Tournament
20:00
Swiss - Round 1
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft519
RuFF_SC2 208
NeuroSwarm 139
FoxeR 33
Ketroc 18
StarCraft: Brood War
GuemChi 1654
Shuttle 166
Noble 24
Dota 2
LuMiX1
League of Legends
JimRising 685
Counter-Strike
summit1g8477
fl0m4129
m0e_tv325
minikerr30
Super Smash Bros
Mew2King91
Other Games
tarik_tv6185
monkeys_forever166
ViBE101
PiLiPiLi13
Liquid`Ken6
Organizations
Other Games
gamesdonequick51714
BasetradeTV107
StarCraft: Brood War
UltimateBattle 89
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• practicex 9
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV735
League of Legends
• Doublelift7402
• Scarra1921
Upcoming Events
WardiTV Invitational
9h 2m
ByuN vs Percival
Percival vs Rogue
Percival vs Classic
ByuN vs Classic
ByuN vs Rogue
Classic vs Rogue
IPSL
16h 2m
DragOn vs Sziky
Replay Cast
1d 5h
Wardi Open
1d 8h
Monday Night Weeklies
1d 13h
WardiTV Invitational
2 days
WardiTV Invitational
3 days
The PondCast
4 days
All Star Teams
5 days
INnoVation vs soO
sOs vs Scarlett
uThermal 2v2 Circuit
6 days
[ Show More ]
All Star Teams
6 days
MMA vs DongRaeGu
Rogue vs Oliveira
Liquipedia Results

Completed

Proleague 2026-01-10
Big Gabe Cup #3
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
OSC Championship Season 13
Underdog Cup #3
NA Kuram Kup
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W4
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Thunderfire SC2 All-star 2025
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.