The document provides guidance on how to write effective game design documents. It discusses the goals of good design documentation, why it is often rare, and rules for writing it. Some key points:
- Good documentation captures design consensus, aids in scheduling, and gives visibility to future dependencies and conflicts.
- Designers tend to overdesign complex systems and documentation is rarely kept up to date as the project progresses.
- Documents should be short, prioritize the design in phases, illustrate concepts, avoid telling others how to do their jobs, and use user stories to describe features.
- The target audience is usually programmers, so the documentation should serve their needs for building the game.