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The Art of Subtraction: Designing Memorable Games with Anti-Features

April 25, 2025

Is your game feeling bloated and unfocused? Overwhelmed by endless features that don’t seem to add up to a compelling experience? Then consider a radical design approach: the strategic removal of elements.

I recently spoke with Elias Vance, a leading indie game developer known for his minimalist designs, about the power of “anti-features.” His insights offer a refreshingly counterintuitive path to creating memorable games.

Interview: Elias Vance on the Art of Subtraction in Game Design

Q: Elias, thanks for joining me! Let’s start with the basics. What exactly do you mean by “anti-features,” and why should developers even entertain the idea?

A: Thanks for having me! “Anti-features” are about deliberate omission. It’s the art of choosing what not to include, even if it seems like a standard element in a particular genre. By consciously limiting the scope, we can sharpen the core mechanics, boost accessibility, and ultimately craft a more memorable and unique player experience.

It’s about prioritizing depth over breadth. Think of Thomas Was Alone. It’s a platformer with simple geometry and narration. No complex graphics or intricate backstories.

Q: That’s an interesting perspective. But doesn’t removing features risk making the game feel incomplete or lacking? How do you know where to draw the line?

A: It’s a delicate balance. The trick is to identify features that, while potentially appealing on paper, actually detract from the core experience. Ruthless prioritization is key.

First, define your game’s single, most important goal. What feeling are you trying to evoke? What core problem are you solving for the player? Every feature must be rigorously evaluated against this yardstick. Does it enhance the player’s connection to that core purpose? If not, it’s on the chopping block.

Q: Can you give a specific example of a game where implementing anti-features elevated the design?

A: Papers, Please is a perfect example. This game simulates the life of a border control inspector. The game intentionally lacks many of the features commonly found in simulation games. There’s no open world, no character customization, and minimal resource management.

By focusing solely on the core mechanic of document inspection and the moral dilemmas it presents, Papers, Please created a deeply immersive and emotionally resonant experience. The limited feature set forced players to focus on the moment-to-moment decisions. Critics raved about its unique gameplay.

Q: What are the common mistakes developers make when trying to implement anti-features? What are the potential pitfalls?

A: The biggest blunder is cutting features arbitrarily, without a clear understanding of the design’s foundation. It becomes minimalism for minimalism’s sake, resulting in a sterile, unengaging experience. The game feels empty.

Another common pitfall is completely disregarding player expectations. You risk alienating your audience if you deviate from genre conventions without a solid reason. The reasoning for the omission must be apparent.

Q: So, how do developers navigate these pitfalls? What’s the best approach for implementing anti-features effectively?

A: Start by clearly defining your core purpose. It’s your guiding light. Next, list every feature you think the game might need. Then, interrogate each feature with “Why?” and “What problem does this solve?” Be brutally honest.

Then, prototype! Start with the bare essentials. Gradually add features back in, one at a time, meticulously testing the impact of each addition. This iterative process will expose which features are essential and which are adding clutter. Finally, test your game.

Q: How should developers phrase questions to playtesters to get actionable feedback on your design decisions?

A: Avoid direct questions like "Do you miss X feature?". This leads players to focus on absences instead of the present experience. Focus on how they felt during gameplay.

Ask questions like: "Did you feel in control?", "What was the most frustrating aspect?", “What were your favorite moments?” Look for recurring patterns in their responses. If players struggle with a mechanic or feel overwhelmed, something needs refinement.

Q: How can anti-features contribute to making games more accessible to a broader audience?

A: Accessibility is about minimizing cognitive load and physical demands. Complex control schemes, overwhelming interfaces, and excessive information are huge barriers, especially for players with disabilities.

Strategic removal or simplification of features lowers the barrier to entry. Auto-aim, simplified menus, and customizable controls prioritize accessibility without sacrificing the essence of the gameplay. Undertale reduces combat complexity by focusing on timing-based attacks and dialogue.

Q: How can developers balance the need to make their games accessible with the desire to cater to their hardcore audience?

A: Communicate your design decisions clearly. Explain the why behind the changes and how they ultimately improve the game.

Consider offering options for customization. Let players adjust settings to suit their preferences. Offer a “classic” mode with all the familiar features alongside a streamlined mode. Cater to both hardcore fans and newcomers without diluting the core vision.

Q: Do you have another concrete example of a game that successfully implemented anti-features to increase its appeal?

A: Dark Souls is another great example. This game intentionally omits tutorials. The difficulty curves is steep.

This anti-feature made the game incredibly rewarding and uniquely challenging. Fans appreciate this challenge.

Q: Some argue that more features offer the player more value. How do you address this misconception?

A: More features don’t automatically equate to value. Often, they lead to bloat and a diluted, unfulfilling experience.

Value comes from engagement, emotional impact, and meaningful gameplay. A focused game can be infinitely more valuable than a sprawling, feature-laden one. Look at the user reviews.

Q: Imagine a developer working on a sequel. How do they decide what features to carry over, eliminate, and introduce when using the anti-feature approach?

A: Sequels are challenging. You want to honor player expectations while innovating. Identify the core pillars of the original game – the essence of its success. Those are sacred.

Then, analyze features that were less successful or caused player frustration. These are ideal candidates for removal. New features should only be added if they demonstrably enhance the core experience. If not, leave them out.

Q: Are there specific genres where anti-features are particularly impactful?

A: It’s versatile across genres, but it shines in complex or overwhelming categories. Strategy, RPGs, and simulation games often suffer from feature overload.

Simplifying the UI, streamlining controls, or removing unnecessary mechanics can greatly improve accessibility. Even in simple puzzle games, a well-chosen anti-feature can unlock a unique gameplay loop.

Q: What’s your outlook on the future of game design? Do you anticipate increased adoption of the anti-feature philosophy?

A: I hope so. We’re witnessing a shift from “more is more” to intentional design.

With the thriving indie scene and growing emphasis on accessibility and player experience, I believe we’ll see more games embrace anti-features. It’s not just about simplification; it’s about creating better games.

Q: Any parting advice for developers considering the anti-feature approach?

A: Experiment fearlessly! The best lessons come from doing. Prototype, test, iterate. Challenge your assumptions and question everything. Above all, prioritize the player’s experience. Design with their perspective in mind, and you’ll create something truly remarkable.

Elias’s perspective is a powerful reminder that constraint can spark creativity. By embracing the anti-feature approach, you can refine your game’s core, broaden its appeal, and deliver a more impactful player experience. It’s time to ask yourself: what does my game not need?

## Embracing Minimalism: A Path to Deeper Engagement

It’s tempting to add “just one more feature,” but remember Elias’s advice. Every element should serve the core gameplay loop. Studies reveal that focused experiences often resonate more deeply.

So, examine your project critically. What can you remove to let the core shine? The answer might surprise you.

## Actionable Steps: Implementing Anti-Features in Your Next Project

  1. Define Your Core: What is the one thing your game is meant to achieve?

  2. List Everything: Create a comprehensive list of every feature you’re considering.

  3. Question Everything: For each feature, ask “Why?” and “What problem does it solve?”

  4. Prototype: Build a stripped-down version with only the essential features.

  5. Iterate: Add features back in one by one, testing their impact on the core experience.

  6. 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