Constraint-Driven Ideation
Key ideas for generating and filtering game concepts fast using constraints.
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Questions Covered in This Set
10 cards to master
Why are constraints useful in game design?
They act as scaffolding for creativity — removing decisions and preventing the paralysis caused by a blank page.
What are the 'three doors' into a game concept?
Mechanic-first, theme-first, and restriction-first.
What is mechanic-first design?
Starting from a verb or piece of math (e.g., 'bid with cards you must later use as resources'); tight and teachable but can feel abstract.
What is theme-first design's main risk?
You have flavor and pitchability, but must still hunt for a mechanic that actually models that feeling.
Why is restriction-first best for beginners?
It removes the most decisions, so ideas come fastest (e.g., 'one six-sided die, no other components').
What is the one-sentence pitch format?
Title — In this game, [number] players [core verb] in order to [goal], but [the tension].
Where does game theory live in the pitch format?
In the 'but' clause — it must name a genuine strategic dilemma, not just say 'it's hard'.
What are the four filtering questions?
Is there a real decision? Can I build it from paper and desk items? Can I explain it in 60 seconds? Do I want to play it twice?
Why kill dominant strategies during ideation?
If the best move is obvious every turn it's an activity, not a game — and it's cheaper to fix now than in playtest three.
Why generate 8 pitches without judging?
Quantity first: bad pitches are cheap, and surprises usually appear in the sixth and seventh once obvious ideas are exhausted.