The Door Problem (2014)
lizengland.com
lizengland.com
The fix in my experience is to build a baseline between the low level framework and the UI, like a business layer in most web applications or the HAL in Windows.
I'm not a game developer though, so just my stab in the dark :-)
That which we only use or see is simple. That which we build, is not. Until you've had a custom home built, for example, you may think a home is a pretty simple thing. Likewise, until you've built any non-trivial piece of software, you might think it simple.
I suppose it's a human optimization to conceptualize and minimize things in our mind. It allows us to have enough of an idea to get on with whatever is more important to us. The problem is when we forget that we are naturally oversimplifying everything in life (except that one or two things we're actually doing/building).
On one project I have a whole design team that tells me how the doors should look and behave.
On the next project nobody really cares, so I paint them black, lock all of them and wait till someone complains abut a few that they want to open. ;)
And if some participants have specific desires/needs/opinions about doors, you can worry about those while leaving other unmentioned details painted black.
Often people need more than they initially think of, but if you wake desires on stuff they don't need you just waste time for nothing.
Most people have an idea of what they want, but can't see it until they can tell you all the things they don't want!
The next time a client says "that doesn't seem too hard, can you just add it to the app?", I'm sure you can think of a laundry list of things that need to happen to implement it.
And I'd say I've definitely played games where major systems were done that way; someone up on high said the system needed to exist, and then people charged off and did concept art, and sound effects, and made assets, and setup scripting hooks, without ever really fleshing out the details of what the system was meant to do. Come to that, I've worked on some non-game projects that did the same thing. :)
Good lord. Please kill me. Is this what game design has come to?