The most important skill to designing games is understanding why games are fun. In designing a game, you are trying to entertain a player (this can of course be serious thinky fun, wacky fun, banana fun, depending on the player). When you can identify that bit, you’re well on the way. To do this, you must play many games, with many people. A terrible fate.
— Chris Cieslik (@AsmadiGames)

At what point is a game perfect?

Benny Sperling (@benny275):
At what point is a game perfect? (Meaning no more playtesting) What would you consider a “perfect” game and why?

Samuel A. Liberty (@SA_Liberty):
When you’ve chiseled away all the bits that aren’t fun.

Grant Rodiek (@HerrohGrant):
I think Herr Liberty makes a good point. … I sincerely believe it’s one of the few pieces of philosophical nonsense that adds value.

Bryan Fischer (@bryanfischer):
It’s not about developing a perfect game, it’s about tweaking a game until its rules cannot be broken. Could still be a bad game.

Michael Fox (@idlemichael):
Surely there’s no such thing as a perfect game? You just need to know when to step back and say you’re done. But that’s HARD.

An elegant, efficient design should be the goal of every game—and every game designer.  After all, most of us don’t really want to feel like we’re doing time on a stationary bicycle when we get together for a game night.  We want the mental exercise, but we also want to go somewhere, and an efficient, elegant design makes the ride smoother and every aspect of the experience easier to enjoy.
— Jeffrey D. Allers