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Craze put it best;

 

lockez has pretty much said what i would say ("everything should work together as a cohesive whole"), so i'm just going to add the suggestion that you write up a design doc before working on a game. not like a fifty+ page outline necessarily (although you COULD), but jot down what your goals are, how you want the gameplay to unfold, and where complexity should be. 
 

having a specific vision helps you decide whether to keep or remove certain gameplay elements, and design parts of those elements (i.e. which skills the tank gets in your rpg, or how many guns your hero has in an fps, etc.) to better suit the goal of the game. this helps you... wait for it... create a game where everything works together as a cohesive whole! wow. 

 

i mean, if you just want to Frick around with RM* and make a short story to get out some idea and not really take the design part seriously, go ahead and just throw some **** in. make your boat float! but if you're looking to actually finish a project of decent quality in a respectable amount of time, outlines and design docs are tremendous aids.

 

He's right, design documents are the way to go if you want to make a good game. I do it too, but I've always kinda sucked at it, and I bet the same is for a lot of us, and I bet even more of us don't do it at all. This I think is a real disservice not to be a commonality in the game making community; writing your ideas down in a good documentation is the first step towards them being tangible for real.

 

So outline experts, and game makers, let's talk about drafting up design documents. How do you do it? Break it down like middle school, ya'll.

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