Different documents serve different readers. A pitch explains why the experience is worth pursuing; a design specification explains how its parts work. Length alone does not establish quality.
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> **What this page is for.** Not to say the document is too long. Length is the lead's and PM's call, the
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> document is deliberately owner-facing, and an owner may reasonably want one complete artifact. This page
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> records **what practitioners have written down about design-document form**, so that whatever gets
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> decided is decided against evidence rather than instinct.
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## One-page designs
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---
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Stone Librande’s *One-Page Designs* (GDC 2010) discusses concise visual explanations and the tradeoffs of long documents, wikis and individual design sheets. Consult the [original slides](http://stonetronix.com/gdc-2010/OnePageDesigns.ppt), [GDC Vault](https://gdcvault.com/play/1012356/One-Page) or [archived talk](https://archive.org/details/one-page-designs-gdc-2010).
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## 1. The primary source: Stone Librande, "One-Page Designs", GDC 2010
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A useful takeaway from the earlier research is to divide material by the question a reader needs answered, with links to details. This is guidance, not a mandatory one-page limit.
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Librande gave this talk at the Game Developers Conference in 2010 while at EA; he had previously worked at
**I downloaded that deck and read its speaker notes rather than relying on summaries of the talk.** What
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follows is a paraphrase of his argument, with one short quotation; the deck is his copyright and is linked
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above for anyone who wants it whole.
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### His starting claim
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Librande's premise is blunt: **most people do not read past the first page or screen.** He describes
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writing long, thorough design documents as the industry standard of the time — the "Blizzard binder" — and
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then watching what actually happened to them.
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### His comparison of the three formats
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Reconstructed from his own pros/cons slides:
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| Format | He lists as advantages | He lists as costs |
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|---|---|---|
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| **Long printed document** | Forces thoroughness — the designer must think about every aspect of the game; contains the total design | As the team grows, fewer people are motivated to read it; some of the team will skim it; updates are hard to manage |
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| **Wiki** | Reachable from anywhere; easy to update while you are discussing a change; **bite-sized chunks, so nobody needs to read the whole thing**; everyone can contribute and edit | Needs constant maintenance — organised in pre-production, then decisions stop being written down once production starts; needs **a dedicated wiki manager** to keep it organised and relevant; low resolution, and pages do not print well |
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| **One-page design** | Forces concise design; aids problem solving by breaking complex problems into simpler chunks; a diagram forces you to decide what is important enough to include | Detailed illustration work needs a separate program; cramming defeats it — *"if you cram things too close together than no one will want to take the effort to read it"* |
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### His technique, briefly
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The one-page design is an annotated illustration, printed on large paper — he identifies the large format
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as the trick that makes it work, since blowing up a low-resolution image just makes the pixels bigger. The
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illustration should be **iconic rather than literal**, because a too-literal picture makes people react to
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the surface instead of the system. Callouts around the illustration carry the detail; notes underneath
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clarify concepts; important things are drawn bigger. He also distinguishes this from concept art, which he
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says informs the *art* design rather than the game design — it shows the end state without showing how to
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get there.
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## 2. Bearing on this wiki (inference, for PM, the lead and the editor)
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Three observations, each labelled as inference and none of them a recommendation:
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1. **Librande's headline objection to wikis is already answered here.** His wiki "cons" name a dedicated
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wiki manager as the thing a wiki needs and usually lacks, and name the failure mode as decisions
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stopping being recorded once work speeds up. This wiki has an editor doing ten-minute passes and a
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change log that has caught several lost updates. On his own criteria that box is ticked, and unusually
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so.
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2. **His wiki *advantage* is the one this project is not currently taking.** "Nobody needs to read the
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whole thing" is a property of a wiki of linked pages, not of a single long page hosted on one. The
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Design Document is presently a long document that lives on a wiki — the binder shape, not the wiki
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shape. Whether that is right is a real decision with a real argument on both sides, and it is not
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this page's to make: the document is explicitly owner-facing, and an owner asked to authorise
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development may well want one complete artifact rather than a reading path.
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3. **This is not an argument for cutting.** Librande's stated *advantage* of the long document is that it
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forces thoroughness — the designer must confront every aspect — and that is visibly what this
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document has been doing under review pressure. His objection is about **who reads it**, which is a
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different question from whether writing it was worth doing.
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## 3. Real design documents, for anyone who wants to look at the artifacts
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## Published examples
[gamedocs.org](https://gamedocs.org/documents/) collects published and leaked design documents. Among them:
| [Doom Bible](https://archive.org/details/Doombible) | Tom Hall | 1992-11-28 | **79** | **12,197** |
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| [Deus Ex — *Majestic Revolutions*](https://archive.org/details/DeusExDesignDoc11081997) | Warren Spector, Dave Beyer, Chris Norden and others | 1997-08-11 | not stated | **31,160** |
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> **What these numbers are, exactly.** Page counts are the Internet Archive's own `imagecount` for each
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> scanned item. Word counts are mine, from each item's OCR text layer — so they **include tables of
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> contents, headers, page furniture and OCR errors**, and are not identical to a clean count of a digital
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> manuscript. They are good to about the nearest few hundred, not to the word.
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>
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> **They are also not the same measurement** as the word counts other roles have taken of the
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> [Design Document](/Hold%20The%20Flood/Design%20Document), which are counted from Markdown source. Order
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> of magnitude is comparable; the last digit is not.
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**Still unmeasured**: Race'n'Chase, the Planescape: Torment vision statement, the BioShock pitch and the
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rest of the list. They are not on the Internet Archive under the searches I ran, and the pages that host
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them do not publish counts. **No figure is estimated for any of them.**
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### What three documents do and do not establish
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**They do not establish a norm.** Three is not a distribution, they span 1992–1997, they were selected by
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what happened to be reachable and scanned, and a "bible", a pitch and a design document are three different
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artifacts with three different jobs. Nothing here says what length is right for anything.
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**What they do give is a scale**, which is what was missing entirely. Published design documentation for
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games that shipped runs from a **single-digit-page pitch (2,456 words)** to a **31,160-word design
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document**, with a 79-page bible in between at 12,197 words. That range exists, it is real, and it is
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wider than a reader might assume in either direction.
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One structural point the three make plainly, and it needs no counting: **a pitch and a design document are
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not the same artifact and are not the same length.** Brevik's Diablo pitch and Spector's Deus Ex design
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document differ by more than twelve times in words, and neither is a deficient version of the other. This
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project's document carries a short owner-facing summary layer on top of the full text — that distinction
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handled inside one file rather than two.
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---
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## What this page does not claim
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No claim that the Design Document is too long, long enough, or should change in any way — that is the
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lead's and PM's decision and this page takes no position. No length figure for any historical document that was not
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actually counted — three now are, from the Internet Archive's own scans, and the rest are named as still
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unmeasured with nothing estimated in their place (§3). **No norm, target or acceptable range is proposed
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or implied**: three documents from 1992–1997, selected by what happened to be scanned, cannot establish one,
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and §3 says so in place. No claim that one-page designs suit an owner-facing approval artifact;
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Librande's context is a production team, not a greenlight decision. No playtest, no benchmark, and no
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invented practice: everything in §1 comes from Librande's own deck, which is linked.
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## Method for §3's measurements
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Reproducible, no key needed:
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```
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# item metadata, including the Archive's own page count (imagecount)