HighlightsJournal 24 Joseph Kim June 4
The mistake every game studio keeps making: stop jizzing the game design!
Game studios often sabotage their projects by endlessly iterating on minor features while ignoring foundational flaws. In today’s essay, I explore why design discipline is critical for shipping successful games.
Key insights include:
The Rise, the Fall, and the Rise Again of Mobile 4X games:
Singular recently released its Q2 Quarterly Trends report. A few data highlights from that report.
Tale of Two Platforms: Android dominates installs, and iOS dominates revenue.
There’s a lot of great information in that report; you should check it out.
Singular’s Q2 Quarterly Trends Report
Most game studios repeatedly make the same critical mistake—endless iteration on trivial design details while crucial systems remain broken. This cycle doesn’t just waste resources—it kills games.
“I’m fucking quitting. This is bullshit.”
It was around 2015, and I had recently taken charge of a distressed game project.
“He changed it again. This is the fifth time PVE was redesigned, and he never even looked at the build.”
Our lead client engineer was ready to leave, and morale was collapsing. It took weeks of careful reassurance to keep him onboard, at least until the project’s completion. Fortunately, that game—King of Avalon—went on to succeed tremendously.
Fast forward to a few years ago at my current game studio:
“They’ve changed heals and shields seven times already.”
“What about the core loop? Why aren’t they addressing that?” I asked.
More recently, it happened again:
I carry emotional scars from a lack of design discipline. Constant churn wastes valuable time, causes delays, and endangers critical features, trapping teams in a cycle of non-essential revisions.
The disease that is killing game projects is a predictable yet preventable one: teams iterating endlessly on non-critical features, ignoring fundamental issues. The root of this disease is not a lack of talent or effort—it’s a lack of discipline.
Design discipline isn’t rigid or uncreative; it’s professional maturity. It means focusing relentlessly on critical tasks, even when they’re difficult or intimidating.
Common symptoms include:
This cycle is essentially a premature ejaculation of creative energy.
After observing numerous project successes and failures, I’ve identified three critical pillars:
Effective design starts with ruthless prioritization:
Designers who repeatedly sidestep challenging problems aren’t designing—they’re procrastinating.
Example: Your team proposes an exciting new weapon progression system, but your core combat loop remains uninteresting. Prioritize anything in the core loop, no matter how enticing shiny new features appear.
Replace emotional decisions with structured thinking:
Without critical thinking, design becomes a never-ending loop of “Wouldn’t it be cool if…” instead of “What do we need to ship?”
Recognize the difference between amateur and professional game development:
Good designers prioritize effectively and accept imperfections to ship faster. They understand perfection as the enemy of completion.
Additionally, I’ve found that initial designs followed by a deliberate pause, allowing other aspects of the game to be resolved, often lead to more effective and insightful redesigns. This approach contrasts sharply with continuously redesigning the same feature repeatedly without meaningful reflection.
Hence, an initial design with a redesign towards the end is preferable to 5-10 constant redesigns..
Stop the Churn:
Document Key Decisions:
Hold the Line: You’ll frequently face:
Be the adult in the room—say no firmly yet calmly, redirecting enthusiasm toward genuine priorities.
When discipline fails, consequences are severe:
Design discipline channels creative energy effectively. Mature teams recognize constraints as creativity enhancers, deadlines as decision-makers, and shipping a good game as infinitely superior to dreaming about a perfect one.
The next time your team wants to reprioritize or revisit a feature unnecessarily, ask yourself:
If any answer is “no,” note the idea, put it aside, and refocus your team’s energy where it matters.
Players can’t play your perfect ideas—they can only play the games you actually ship.
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