Notes from Will Wright's Masterclass:
Take ideas from many sources eg economics, history
Identify elements that can flow through different parts of the software eg editors in Spore across disparate game types
Drawing alternative box designs to see what resonates (cf Amazon “writing the press release”)
Make simple prototypes (as cheaply as possible, don’t have to be reusable) in order to make a decision - identify what the decision actually is and how you can tell the answer from a prototype
Technology changes but human psychology doesn’t
When SimCity got serious: the story of Maxis Business Simulations and SimRefinery | The Obscuritory
Users will fail a lot of the time and that’s good, otherwise it’s not challenging. But failure must be understandable so the user can succeed next time, otherwise just frustrating.
If active contribution to the game can become part of player’s identity (eg Sims content creators), that powers experience for them and for other more passive users - how to reward creation?