Scoping a project.
WHAT TO DECIDE FIRST
What the player actually does, moment to moment.
WHY THAT AND NOT THE STORY
The moment-to-moment activity is the game; everything else decorates it.
WHAT TO ASSESS
Whether you can build it with the skills available How long it will take, then double it Whether anyone wants it Whether you will still want to work on it in a year
WHAT MAKES A FIRST PROJECT SUCCEED
Being small enough to finish.
WHAT SCALES BADLY FOR SMALL TEAMS
Large open worlds Extensive voiced dialogue Many unique assets Complex multiplayer Procedurally generated content that must still feel designed
WHAT SCALES WELL
Single mechanic explored deeply Limited art requirements Reusable systems Short sessions
WHAT TO BUILD FIRST
The core interaction, with no art, no menus and no content.
WHY
If it is not enjoyable as a grey box, content will not save it.
WHAT TO DO IF IT IS NOT
Change it, or abandon it, before investing further.
WHAT TO NEVER DO
Build content before the mechanic is proven.