I got the idea, rather strangely, from a book on...
I’m not a game designer. I have some ideas, but I doubt that I’d ever have the patience and perseverance required to see a design through from inception to endless rounds of play testing to a final finished product. This clearly limits what useful commentary I can make on the design process, but that doesn’t seem to stop me from trying - I’ve become very fond of repeating a certain mantra about what constitutes a workable design goal and what doesn’t, the idea being that “must tie in strongly with ancient Roman theme” is a goal likely to lead to a good game, whereas “must play within 90 minutes” will likely lead to something shallow and forgettable. But this is a pretty negative way of approaching the subject so I thought for once that I’d turn the tables and suggest a process which might help designers to focus on the positive goals and bypass the negative ones. Apologies if the following sounds like I’m trying to teach people to suck eggs on a subject in which I have limited knowledge. That’s not my intention. Rather I’m throwing out this rather abstract piece in the hope that some of the ideas herein might encourage debate and some better suggestions.