In game design, an idea is not a pitch or a feature — it’s a seed. A high-level premise, emotional hook, or conceptual provocation that sparks the design process. It lives before mechanics, before systems — and shapes how the player might feel, act, or reflect.
Ideas are cheap. But good ones? Good ones invite structure.
1️⃣ Definition
A game idea is a pre-mechanical concept that defines the intended player experience, tone, or dynamic — without yet specifying systems, rules, or content.
It can come from:
- Emotion ("I want players to feel lonely in a crowd")
- Action ("What if the player could rewind time, but only for others?")
- Theme ("Build a society without violence")
- Metaphor or aesthetic ("Play as a shadow in a world of light")
📍Ideas are not games. They are questions with emotional weight — and design is the act of answering them.
2️⃣ Why Ideas Matter
Function | What It Enables | Example |
Creative anchor | Guides tone, mechanics, and narrative | Journey started with “emotional exploration without words” |
Rapid alignment | Helps teams rally around a vision | “Bullet-time puzzle shooter” → Superhot |
Exploratory frame | Encourages experimentation | “No violence, but conflict” → Peaceful city-builder |
Differentiation | Sets the game apart early | “Death is progress” → Loop Hero |
📍If your idea doesn’t shape constraints, decisions, or mood — it’s not ready yet.
3️⃣ Types of Game Ideas
Type | Description | Game Example |
Mechanic-driven | Starts with a gameplay twist | “You can only move when they do” → Superhot |
Narrative-driven | Premise that defines tone and role | “You are the last voice on Earth” |
Systemic idea | A conceptual challenge in systems | “Build without war” → simulation/political layers |
Emotional/aesthetic | Anchored in feeling or style | “Feel lost, but not alone” → Journey |
Platform-driven | Native to device or input | “Use your voice to solve puzzles” |
📍Not all ideas are worth prototyping. The best ones demand to be tested — because they promise something no other game quite does.
4️⃣ Good Ideas Are…
Trait | Why It Matters |
Testable | You can quickly prototype and validate it |
Evocative | Suggests a player fantasy or emotional loop |
Flexible | Can survive iteration and genre change |
Constrained | Implies limitations, not infinite sprawl |
Player-centered | About what the player experiences, not what the dev thinks is cool |
📍“I want a game about time travel” is vague. “I want the player to undo time — but regret it anyway” is a seed.
5️⃣ What Ideas Are Not
Mistaken For | Why It’s Not the Same |
A mechanic | That’s execution. The idea comes before verbs. |
A genre | “A 2D roguelike” is structure, not vision. |
A feature list | “Open world + crafting + co-op” lacks emotional direction. |
A story | Plot ≠ premise. “You are a hero” is generic — “You’re the villain, and don’t know it yet” is an idea. |
📍If your idea can be summarized in store tags, it's not yet a design compass.
✅ Idea Quality Checklist
📍Think of an idea as a lens. If you can’t see your game clearly through it — refine or replace it.
Summary
Term | Idea |
What it is | A pre-mechanical conceptual seed rooted in experience |
Why it matters | Anchors development, guides iteration, and defines player intention |
How it’s used | As a design compass, emotional hook, and system-shaping constraint |
Design goal | Generate meaningful constraints and direction before building |
📍In game design, ideas are not sacred — they’re scaffolding. Their job is not to survive unchanged,
but to guide us until the game becomes real enough to speak for itself.