That’s usually a dead end. And another dead end. And another, and another. Ok, organic designing is fun but it’s not the most efficient way to get your game finished. Sure, you could try every combination of actions, mechanics and components you can think of but the number of combinations rapidly escalates and soon you’ll be wasting your precious playtesting time in order to see whether twelve cows or fifteen sheep are better.
That’s where a bit of analysis comes in handy. For some this comes intuitively: either they’ve designed so much that they’ll see the most common pitfalls outright or they’re used to analyzing data and can flush everything through a spreadsheet.
Me, I need help. (more…)