One of the things I do in my day job is help teams focus. Part of how I do that is to ensure we're looking at our work through the right lenses. Like making design corporate, team, or design principles that we can then utilize when brainstorming to help generate ideas, or afterward when pairing ideas back again. The following principles have been particularly useful to Bug & Claw's development as of late as I start to trim a lot of things back.
Hate has no place in the things we create.
We do this because we enjoy it first and foremost and want others to enjoy it, too.
Remove barriers to play and improve ease of play.
Similar to “mobile-first” in web and product design. Start there and build out.
Themes are similar to principles but more about the feelings the game should imbue and embody through its content, characters, encounters, and how players are encouraged to interact with the world. They don't necessarily need to be known by the players, and in fact, in some cases, it may be better if they were unknown and players weren't biased walking into things. Here are the general themes of Bug & Claw.
Characters are stronger together. Acceptance and kindness prevail.
Where I’m from and where I’m going. Who I was and who I need to be.
Corrupt royals & governments try to control or conform.
The past tries to repeat itself or creep into the present. Will you let it?
Regrowth, resolution, rebuilding, learning instead of repeating.