A recent video by a leading RPG studio offers a sharp critique of how feature creep undermines game design. The core argument: when games try to include everything, they often end up saying nothing meaningful at all.

This isn't just theoretical. The same principle applies across narrative scope, mechanics, and even player agency. For example, a game that starts with a grounded, character-driven story can quickly spiral into adding alien lore, supernatural powers, and murder-mystery elements—all in the name of 'depth.' But without clear design pillars to guide those additions, the result is often a diluted experience where nothing stands out.

The hidden cost of ambition in game design

Take crafting systems as one example. Many modern games now include them not because they serve the core fantasy, but because 'everyone expects it.' The same goes for loot mechanics borrowed from other genres. When these elements don't reinforce the game's direction, players notice—not in a good way.

This isn't about technical limitations. It's about focus. A game should have a reason for every feature, not just 'because it feels necessary.' The best games—whether from the 1980s or today—know exactly what they're trying to achieve and build everything around that.

The lesson? Less can be more. When designers stop adding mechanics simply because they think they're 'neat,' and instead anchor every choice in a clear purpose, the result is tighter, more memorable experiences.