Game Design: Theory & Practice 2nd Edition -
Rouse outlines a specific iterative workflow to ensure a feature actually works in practice:
To develop a feature using the principles from Richard Rouse III’s , you must move from a central vision (the Focus) to an iterative implementation process where "fun" is the only metric for success. 1. Establish the "Focus" Game Design: Theory & Practice 2nd Edition
: Create a one-sentence "vision statement" for the feature itself. For example, in The Suffering , the mantra for the insanity mode was "the creature form must be the best weapon in the game". 2. Document the Feature (Chapter 19) Rouse outlines a specific iterative workflow to ensure
Before writing a single line of code, define the of the game. This is a single paragraph that serves as the "litmus test" for every feature. If a feature doesn't directly support this focus, it should be cut or revised. For example, in The Suffering , the mantra
: The specific rules and player inputs (e.g., button presses, movement physics).