The following thread applies to board game and video game design as well.
Game design takes a lot of time, effort and frustration. In the end, you are going to end up with a game that somebody with the same idea, decided to make a similar game with more resources than you. Also, you would have put so much time on your game, that you don have any interest in playing your own game again. I realized that all the games I made, I don't play them anymore.
Which is kind of ridiculous considering that the primary objectives was to create a game I would like to play. So I am wondering if making a game for myself could be possible. If the game can get played by others, it would be a bonus. It would also probably need to be a solo game unless you are very good to convince people at playing your game (which I am not)
The problem is that the development process is long and boring. In order to change that, it would mean that each game design iteration should be about playing an enjoyable game. So that even if it does not get refined and published, each play session should have been enjoyable. That means that the time investment would require to be short, while having a playable game.
For board game design, that mostly means designing variants, add-ons, components for games that already exists. Using piece packs could also help too. I don't see other ways to have an enjoyable game so early in the design process. For video games, I consider modding to be a good solution. Else maybe using a game engine that would allow playable mechanics with little content could work (For example, you can jump around a level, but only have 1 level)
Else there was also the additive approach which consisted in having a bare limited environment you can play with using limited actions. But each time you play the game you add new material and possibilities to the game. In board games, I could see this method used for games with lot of expansions. You start with a few generic characters and villains and the more you play the game, the more ideas you get to add new characters and villains. Video games can also use the same approach more easily, you have a small level and you use certain mechanics. The game is limited, but playable and enjoyable.
Another approach I already experimented is playing the game as a toy (like a child). You make up rules on the fly. The idea is that mechanics could get born from playing the game this way. If the experience is not enjoyable, you can just start playing the game as a toy and do whatever you want. It works well as a board game, but not as a video game unless you can easily cheat without much effort.
Do you have other suggestions?
I would love playing my own game, but when you work on a game for 4+ years and played it a hundred time, you kind of lose interest.
It reminds me that in computer science, there is something called the Agile methodology. After each iteration, the "product" is a usable software that works, but it does not necessarily have all the features you dreamed of. Maybe the idea would be to find how to use the same methodology into gaming to have a playable and somewhat fun game after each iteration. Then you have the choice to refine/improve further, or stop there. But after each iteration, you have a working game.
In board game design, there are some ideas I worked on for years without having a playable game.
The problem is not getting ideas. I could probably drop a dozen of game ideas per week if it was just about having an idea. The problem is developping the idea.