Design
If the way you win doesn't fit in two sentences, it isn't designed yet. One rule that travels, and one that has to be re-decided.
An empty slot. What is written here is only “what has to exist before this slot counts as filled.”
What travels — “the way you win has to be two sentences”
The condition applied when starting a new game.
You must be able to write, in two sentences, how you win this game.
If you cannot, it is not designed yet.
Why that condition: you can start building while unable to write it. Move a character, add an attack, make an enemy. You can build for a long time.
And at some point “so what is this game about?” arrives. By then so much is built that undoing it is expensive.
Being unable to write two sentences usually means one of these:
| Symptom | The actual state |
|---|---|
| Well… you can do a few different things | There is no centre |
| There’s this, and also that | Nothing has been chosen |
| I think I’ll know once I play it | I do not know yet |
The two-sentence constraint forces a choice.
What has to be re-decided — “what does this game grow”
This one differs per game. Last game’s answer does not carry.
Almost every game has something the player keeps growing. It might be a number, a set of options, or understanding.
| What grows | Then the game is |
|---|---|
| Numbers (level, power) | Accumulation — time is the reward |
| Options (skills, combinations) | Construction — deliberation is the reward |
| My own skill | Learning — mastery is the reward |
| What you come to know | Revelation — discovery is the reward |
Settle what grows and most of the rest follows — what to reward, what to ration, where to gate.
And left unsettled you put a little of everything in, and none of them ever gets large enough.
The detailed record starts here
⚠ This is the same text as Design for Future game 1. There is not yet any basis on which the two slots differ, so I have not invented a difference.
An empty slot. What’s written here is only what has to exist before this slot counts as filled.
What travels — the way you win, in two sentences
The one rule from the wuxia game’s design that isn’t genre-bound.
When an enemy starts a form, a telegraph appears. Read its lineage, answer with the countering lineage, and the hit is negated.
Until those two sentences exist, adding systems doesn’t produce a game. In the wuxia project the form list actually got extended first — and the longer the list grew, the clearer it became that this was not a martial art but several attacks. Quantity is not a substitute for design.
What has to be re-decided — what the game grows
In the wuxia game what the player accumulates is not reaction speed but knowledge. That single choice determined the matchup table, the telegraph durations and the phase structure.
What the next game grows has to be decided here again. Settle it and the rest follows; leave it unsettled and everything else stays loose no matter how firmly it’s written down.