How can it make you a better designer?
So one thing to do once you get a prototype designed is to do an Audit of the "Design Space". So what do I mean??? Well the "Design Space" is very important because it allows you to EXPAND or REDUCE the complexity of a Design given this very important information (and analysis).
The first step is to AUDIT your prototype to figure out WHAT IS THERE in your game.
Why would we want to do this??? Like I said it can help EXPAND or REDUCE the complexity of a game.
The next question you have is probably: "How do I AUDIT my design?"
And that's a fairly easy question but could take a while if you want to be totally comprehensive and cover ALL aspects of your design.
So to do this you start with any "element" in the design and make a list of possibilities for which that "element" exists in your design.
For example: Let's say you have a Deck of cards as part of the game.
The "Design Space" for a Deck of cards RELATES to the OTHER "elements" in the design. What I mean is that the CARDS can work with the other "elements".
How so? Well it's harder to explain so let me make one (1) "Assumption": We are designing a Trivia game which has a Deck of Questions. Simple enough.
So A card can have a question or it can introduce an "Event" which alters the game in some way.
The idea is to dig FURTHER in the design and see how "Events" can alter the game while playing it. To list out the "Design Space" you need to list out ALL the type of "Events" you can have by connecting the various "elements" in the design.
Let's add an element and see HOW(?) it affects the "Design Space".
For example: Let's say we have a Victory Track which goes from 0 to 20 points to win.
The "Design Space" of the Victory Track is NUMBERS from 0 to 20. That's it and it's a very SIMPLE and easy "element" to work with.
How do "Events" interact with the Victory Track? (This is our "Design Space" question and analysis)
A Card can give BONUS Points or it can give PENALTY Points to alter the state of the Victory Track. Like +1 Points or -1 Points. We make a RULE that at most the Victory Track can be affected by ONE (1) Point ONLY (positive or negative).
A second element we could add is "4 Players" and see HOW(?) they affect the "Design Space".
For example: you could say an Event card could be like "Skip a Turn" or "Take a Second Turn". (Again I'm not being exhaustive ... I'm just trying to illustrate the method by which we can EXPAND our game given that we know MORE about it and look at it from another perspective).
Again I don't want to be exhaustive, I just wanted to share this method of designing as since I have learnt it... It has made me a much better "Designer"
Cheers all!


Well the idea is to build up a LIST of POSSIBILITIES on the various components in the design. Obviously the LESS "elements" you have the HARDER it will be to make a design "enjoyable" or FUN ... Due to the simplicity of the design.
By adding to a simple design an "element" or two, you start to increase the difference in "elements" which can interact with each other allow you to AUDIT the design and see what can be added (or removed) to increase or reduce the complexity of the design.
This is the method used by "Wizards of the Coast" (WotC) when designing NEW "Magic: the Gathering" cards. First of all their "Design Space" is rather large even though there are not too many "elements" in the game. WotC also create RULES they set when designing new cards. And then a generation or two down-the-line ... They do the OPPOSITE and "Break the Rules" to create cards that go beyond what the initial "Design Space" was meant to do.
Some designers simply ADD stuff to their designs and DON'T do an EXHAUSTIVE Audit of the "Design Space" and so it becomes a better design by LUCK(?) or by analysis... Which do you think works better???
So the bottom line is that you're NOT WotC ... Your "elements" in your design are probably a whole lot less and IF you are struggling to figure out what you SHOULD ADD to a "design" see if you can add a MECHANIC first and then do an AUDIT of it and the rest of your design to see how it can boost the level of FUN created by your new design.
Try it if you don't believe me. You'll see soon enough that this kind of ANALYSIS is GREAT and works well with most designs.
Happy designing everyone!