How
When writing about game ideas, I want to do so in small chunks, and build up a design over time.
This is so that I can fill things out as I’m thinking about them, and so that the game designs can grow over time. When making things, we’re constantly revising what we do and how we do it. There’s often no “done” even after things ship – ideas get put into a next iteration, DLC, or a sequel.
This is based off of Raph Koster’s design documentation format
What
Sales Pitch (“back of the box”)
A set of design goals (bullet points).
Mechanic (how the game works)
Metaphor (what are we teaching)
A list of the core mechanics, each with a paragraph description.
A description of the metaphor (art style, narrative, etc)
Bullet Points for each system