i've posted about this before but i think an under-served aspect of game design discourse is how we can make rich/full game experiences for less work. there's a lot of design "breakdowns" of games describing how stuff functions, but without much consciousness of the labor entailed in any of it. it'd be cool to see a series focusing on specific design choices games made that both worked well for its design AND saved the designers time and energy to implement.
a few obvious ones that come to mind:
- sprite reuse in MBAACC (via its moon system, team characters, and alternate versions of characters)
- MGS1 codec (really economical way to move the narrative forward!)
- higurashi's use of filtered photos for its background
- anodyne 2's clever division of 2D and 3D (2D for crunchy dungeon design, 3D for more atmospheric/exploratory sections)
i'd love to see more of an emphasis on labor-saving tricks... we can't all be the stardew valley guy lol !!
