Player incentive and motivation concerns are a huge part of game design. An action in a game can be highly advantageous, but if it doesn’t look advantageous to the players, they won’t try it and will never learn its true value. As a designer, you have to manage the appearance of contingencies as much as the reality of them.
— Eric B. Vogel

Why you should try to streamline your game:

“Before you say that your game will lose something if you try to streamline it, be reasonably sure that there isn’t a way that will make it easier on your future players and virtually the same when it comes to the feel of the game and the number of options it provides.”

http://nskngames.blogspot.com/2014/08/kiss-your-design.html

As a game improves, the fraction of potential modifications which will improve it plummets. It gets to be like looking for water in the Sahara. One characteristic of great game designers, which I try to emulate, is they keep looking longer than everyone else.
— Nick Bentley
If you have no patience, you will fail.
You need patience while testing game.
You need patience when improving the game.
You need patience when balancing the game.
You need patience when your first game is released and – believe it or not – not the whole world will praise you.
You need it to give you strength to begin work on your second game. And third. And fourth…
— Ignacy Trzewiczek
Anyone wanting to design games should start by playing lots of games. As you play, analyze how the game works. Why is it fun? How does the game handle dramatic tension? How is it balanced?
— Philip DuBarry