When at BGGCON I was discussing game design with a friend and fellow game designer. He asked me what the biggest lesson was that I learned in the process of getting Hegemonic designed and published. I don’t think I had a very good answer to that question at the tip of my tongue. I believe I muttered something incoherent about streamlining mechanics or some other gibberish. I wasn’t satisfied with whatever it was I said, and I’ve been mulling over what I should have said ever since.
After a week or so, I’ve come up with the following answer, which is a little more insightful:
Realize that your game can’t be everything for everyone - even within the intended audience.