As Voltaire said, "A witty saying proves nothing." But some sayings can help people think about something in a new way.
"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." - Antoine de Saint-Exupery. Another form, about Japanese gardening actually, is "Your garden is not complete until there is nothing else that you can remove."
This is my guide to game design, but I do not design puzzles. When you design a puzzle you may want to make it more complex, so that it will take longer to solve.
“Never use a long word where a short one will do.” - George Orwell, 1984.
George Orwell is talking about writing, but for game design this amounts to the same advice as in the first quotes, keep everything as simple as possible. Stephen King puts it another way: “When your story is ready for rewrite, cut it to the bone. Get rid of every ounce of excess fat. This is going to hurt; revising a story down to the bare essentials is always a little like murdering children, but it must be done.”
“You can't wait for inspiration, you have to go after it with a club.” - Jack London, Call of the Wild
Many beginners think that ideas will just come to them, that success will just come to them. No, it's more like how Jack London describes writing.
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts." - Bertrand Russell.
I suppose it depends partly on personality, but I'd argue that if a game designer is absolutely certain that he is right no matter what other people tell him, he's almost certainly wrong. If you’re full of doubts about your game, but playtesters from the right representative group like it, then you're in pretty good shape.
"Vision without action is a daydream. Action without vision is a nightmare."
- Japanese Proverb
Too many beginning designers wait for things to happen, they daydream. You have to DO something, not just dream about doing it. Much like Jack London’s admonition above.
"Patience and perseverance have a magical effect before which difficulties disappear and obstacles vanish." - John Quincy Adams
Especially applicable in the Age of Instant Gratification.
"The greatest motivational act one person can do for another is to listen." - Roy E. Moody
If you're the designer in a team of game developers, take this to heart. Everyone wants to feel that they contribute to the game, as well as to the software. They want to know their ideas are seriously considered.
“Complicated programs are far easier to write than straightforward programs.” - John Page.
The same is true for games: but it's usually the straightforward ones that are really good.
"My thing is that most scripts aren't bad scripts, they're just not finished yet." - Michael Arndt (scriptwriter for Little Miss Sunshine, Toy Story III, etc., and initially for StarWars VII).
The same can be said for a great many published games nowadays.
"A lot of people say, 'Well, I like a challenge.' I don't like challenges. Life is tough enough without any challenges." - Jackie Gleason (a very successful actor and comedian, among other things, you might recall)
People don't want their entertainment to be frustrating these days.
"The first draft is just you telling yourself the story." - Terry Pratchett (Diskworld)
Don’t worry too much about all the details, get a prototype together to play as soon as you can - it’s a first draft, not a final draft.
“Everyone is entitled to his own opinion, but not his own facts.” Senator Dan Moynihan
Reality is what counts, not what you think reality is.
"The universe is not required to be in perfect harmony with human ambition." - Carl Sagan
Just because you want it or like it, doesn’t mean it will happen.
"If you want to write better songs, write more songs. If you write 20 songs, ten of them will be better than the other ten." Martin Atkins (of Public Image Limited, Killing Joke, et al)
Not, *listen* to more songs (“play more games”), *write* more songs. Design more games. There’s no substitute.
"You can't build a reputation on what you are going to do." - Henry Ford (cars)
Even less on what you intend(ed) to do. Important especially for younger people who, these days, tend to confuse intention with action. Intention alone counts for very little.
"The way to succeed is to double your failure rate." - Thomas Watson (founder of IBM)
In game design it’s often called “fail fast”: try what you think will work, figure out if it works, get rid of it if it doesn’t, and do this quickly so that you can move on to something else that might work.
"A good plan today is better than a perfect plan tomorrow." - General George S. Patton
There’s little place for perfectionism in game design. You’re never perfect, practically speaking, because even if you’re perfect for a moment, the tastes of your audience will change over time. The Law of Diminishing Marginal Returns applies: at some point, the time it takes to improve a game will not be worth the minuscule value of the improvement.
"If everybody's thinking the same thing, then nobody's thinking." - General George S. Patton
This especially applies to large teams of video game developers. Beware of “groupthink”. It’s a major reason why we see games released that are widely regarded as just awful. What was the team thinking?
"I am Loki, of Asgard. And I am burdened with glorious purpose." - Loki, in The Avengers movie
Sounds like one of those "artiste" game designers to me. You know, the guys who think they’re great artists, and that they’re gifting the world with their brilliance, and they’re sure they’re right . . . and so forth.
Maybe you can actually be that artiste someday, but not when you’re starting out. You have to earn it. Games are entertainment (even educational games, we hope). Don’t lose sight of that.
Here are a few more:
"The mind is not a vessel to be filled, but a fire to be lit." - Plutarch
"A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools." - Douglas Adams
"You can't depend on your eyes when your imagination is out of focus." - Mark Twain
"It's what you learn after you know it all that counts." - John Wooden
"A goal is a dream with a deadline." - Napoleon Hill
" . . . Picasso told the story, which I can only paraphrase, that when art critics get together, they talk about light and color and form; when painters get together, they talk about where to buy cheap turpentine." - Peter Perla
Keep firmly grounded, don't get lost in "meaningfulness" of games.
“Beware of self-indulgence. The romance surrounding the writing profession carries several myths: that one must suffer in order to be creative; that one must be cantankerous and objectionable in order to be bright; that ego is paramount over skill; that one can rise to a level from which one can tell the reader to go to hell. These myths, if believed, can ruin you.
If you believe you can make a living as a writer, you already have enough ego.”
- David Brin (novelist)
The same applies to game designers.
"It is the motivation to pursue excellence, a work ethic that reflects the determination to solve problems, the attention to the smallest details, and the desire to be the very best that distinguishes students who make a difference in their given professions." - Candice Dowd Barnes and Janet Filer
Game designers as well.