Designing without panic — even when the system is bigger than you
Why This Fear Exists
A system is a set of interacting components with a purpose. Your job isn’t to control all parts — just the relationships. Let’s admit it: large systems are intimidating.
Not because they are evil — but because they:
- have too many moving parts,
- require long-term thinking,
- and are almost never “done”.
As game designers, we often begin with small, clear loops — then suddenly face the need to connect combat, crafting, UI, economy, AI, UX, narrative... and not break the game.
But the real issue isn't the size. It's the lack of mental models to navigate them.
Fear vs. Systemic Thinking
Fearful Thinking | Systemic Thinking |
“This is too much, I’ll get lost” | “I need to map what I do understand” |
“I don’t know where to start” | “I’ll isolate and validate one part” |
“What if it breaks everything?” | “What are the dependencies and flows?” |
“I’ll just do it my way” | “What will this affect in the long term?” |
📍You’re not scared of systems. You’re scared of consequences you can’t predict.
But that’s exactly why system game design exists — to predict, organize, and simulate consequences before they happen.
How to Tame a Large System
1️⃣ Start With Inputs and Outputs
Every system has:
- Inputs — what the player does or receives
- Outputs — what the system gives back
Document them. Even if it’s rough.
Example:
- Crafting System
Input: resources, recipes
Output: item, XP, fatigue cost
Now it’s not “big and scary.” It’s just an I/O machine.
📍Use interaction diagrams — draw how systems touch each other, not how they work inside.
2️⃣ Split Into Layers
Divide your system into 3–4 conceptual layers:
Layer | Role | Example (Combat System) |
Interface | How players interact | Targeting, hotkeys, UI indicators |
Logic | How rules process data | AP cost, hit/miss, crit chances |
Data | What’s configurable or scalable | Weapon stats, ability list |
Feedback | How system feels | VFX, SFX, animations |
📍Each layer can evolve independently — and that’s what removes fear.
3️⃣ Simulate Flows, Not Details
Don’t try to know everything.
Instead:
- Trace 1 player action (e.g., using a spell)
- Follow it through your system
- See what it touches
📍Focus on flows, not blobs. You’ll spot pain points, unnecessary steps, and hidden loops — before they bite you.
What Reduces System Anxiety
Method | Why It Helps | Tools or Techniques |
Sketching flows | Turns abstract connections into visual structure | Flowcharts, node maps, Miro, Figma |
Chunking complexity | Helps work on small parts without seeing the whole as a threat | Layers, modules, functional blocks |
Naming patterns | Gives language to chaos — makes things talkable and editable | “AP system”, “fatigue drain”, “buff hook” |
Decoupling systems | Prevents one change from breaking the rest | Tag-based logic, interfaces, SO/data |
Tracking inputs/outputs | Clarifies what goes in/out — makes testing and iteration safer | I/O tables, debug logs, UX statesheets |
Player-centric framing | Focuses on outcomes, not structure | “What does the player feel?” |
Versioning & staging | Allows controlled evolution instead of total rewrites | Feature flags, soft gating, JSON configs |
Real-Life Game Examples
Game | System | What Makes It Manageable |
Stardew Valley | Farming → Economy → Social | Each loop is readable, interlinked softly |
Slay the Spire | Cards → Energy → Relics | Tight loop, abstracted triggers |
RimWorld | Behavior trees | Rule-based AI logic, not hard scripts |
Diablo IV | Skills → Passives → Gear | Node structure + tag-based conditions |
They all look huge — but they grew from chunks, not from chaos.
Common Traps (And How to Dodge Them)
Belief | Why It Hurts | Do Instead |
“I’ll never understand it all” | Leads to panic or freeze | Map only what matters to your task |
“It’s too late to restructure” | Freezes iteration | Isolate one part, refactor just that |
“Let’s just finish it” | Ignores future pain | Leave hooks: tags, configs, modularity |
“I’ll ask later” | Creates hidden assumptions | Ask now. Complexity grows silently. |
Final Thought: Complexity ≠ Chaos
Large systems are not monsters.
They are ecosystems — and ecosystems can be charted.
Your fear shrinks not when the system does, but when you gain leverage over it:
- abstraction,
- visualization,
- flow tracking,
- separation of concerns.
📍 Every large system you admire once started as a napkin sketch.
Now go draw yours — with clarity.