Europa Universalis lead says design documents stifle creativity: 'You end up with a bunch of idea guys who write all the documents and the rest are there to follow'

Digital painted image of Spanish Conquistadors on a tropical beach, concept art for Europa Universalis 5.
(Image credit: Paradox Interactive)

It takes a village to make a videogame, and there's no one way to do it. Solo devs and quintuple-A studios alike face all sorts of challenges trying to make all a game's moving parts cohere, and the more cooks you add to the kitchen, the more different design philosophies are bound to conflict. That's where design documents come in—living, comprehensive treatises that outline all a game's systems and design goals to be referenced by those working on the game—at least, for some.

Johan Andersson, lead on Europa Universalis 5, said in an interview with PC Gamer news writer Joshua Wolens that the practice can be too rigid and restraining. For Paradox Tinto, good design comes with a bit of democracy.

"Design documents stifle creativity and it reduces people's ownership and empowerment," Andersson said. "You create better games by talking with your team … tell the person some broad outlines, like 'we want this,' 'it should function like this,' a few samples, and let them make the detailed decisions. It creates greater ownership and greater accountability long-term in a project.

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Justin first became enamored with PC gaming when World of Warcraft and Neverwinter Nights 2 rewired his brain as a wide-eyed kid. As time has passed, he's amassed a hefty backlog of retro shooters, CRPGs, and janky '90s esoterica. Whether he's extolling the virtues of Shenmue or troubleshooting some fiddly old MMO, it's hard to get his mind off games with more ambition than scruples. When he's not at his keyboard, he's probably birdwatching or daydreaming about a glorious comeback for real-time with pause combat. Any day now...

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