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Rákóczi Piroska
Rákóczi Piroska

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Has "Measure Twice, Cut Once" Just Died in Game Design?

Every carpenter knows the rule: measure twice, cut once. Caution before commitment, because mistakes are expensive. For decades, building games worked the same way—you planned carefully before writing a line of code, because writing it was slow.
That rule is quietly dying. And honestly? Good riddance.
Is there math behind all games?
Here's the thing nobody tells you: every game is secretly math. Underneath the pieces and the points sits a system of rules, and the whole craft is finding rules that resist being solved. You want a game where learning one clever strategy doesn't hand you an endless, boring streak of wins. Tic-tac-toe fails this test—two careful players draw forever. Even small chase games like rabbit-and-hounds are completely "solved." Chess survives only because its branching paths explode faster than any single recipe can keep up.
What is the real difference between chess and tic-tac-toe?
So the real question for a designer is: did I just build another tic-tac-toe, or something with the depth of chess?
Now the workflow flips. You don't measure endlessly. You scribble down a rule—say, a board where capturing a piece gives your opponent a new move—hand it to Claude, and it's playable in minutes. You poke at it. Within an hour you feel whether it's shallow or bottomless.
Then comes my favourite part: the conversation. You ask Claude, point blank, is this provably unlearnable? You talk through state space, symmetry, hidden information. You brainstorm what's missing—maybe a dash of randomness, a bigger board, fog-of-war secrecy.
What is the best way to find the math behind a game?
And here's what's easy to forget: playing the game was always part of building it. Designers have forever tested by hand, shuffling pieces around a kitchen table to feel where a rule went wrong. That instinct hasn't changed—it's just suddenly within reach. You can spin up a dozen variants and discover the strategies and tactics yourself, mid-game, the way a player would. And that beats grinding through equations on paper every time.
Measuring becomes iterating. Cutting is nearly free. Design stops being a lonely calculation and turns into a dialogue between intuition and proof. The whole process didn't just get faster—it got genuinely fun.

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