You Need a Novelty Budget (2018)
shimweasel.com
shimweasel.com
* 1/3 you keep the same, keep it familiar for those who know previous games
* 1/3 you improve on iteratively, gotta make things better someplace
* 1/3 is completely new, like the borders in Civ4, or the Hex grid in Civ5. This is the risky stuff
I think it's a nice and easy heuristic, ensuring you have a stable foundation while offering opportunities for creativity, and it can apply to many other fields than game design.
I have been served very well by wisely spending, or choosing not to spend, my innovation tokens on any given project. And the cap of 3 tokens really does seem to be a good level.
'Only use novel things that are actually needed and can be accomplished in a reasonable time frame'
Good advice and I like the novel the argument approach.
(A) some things cost more than others, based on newness, familiarity, etc.
(B) everyone should agree on A, because teams are only going to integrate novelty based on the individual least comfortable with it.