I’ve been working on a digital game for the past week or so, and in the process of designing and refining, I’ve found myself simplifying the rules quite a bit. Maybe the player character doesn’t need to gain experience points, if increasingly powerful equipment can have the same effect as increasing intrinsic stats. If the control scheme is so simple that it doesn’t allow movement that would be possible in real life, that can be a tactical challenge rather than a clumsy system. Simplification is a process that can turn a good game into a great one.