Make systems orthogonal — each earns its place by doing something no other does
GDC-L1-SYS-000501
Statement
Each system, mechanic, or unit should occupy a distinct role that nothing else fills. When two elements do substantially the same job, one is redundant — merge them, cut one, or differentiate them. Orthogonality maximizes depth per unit of complexity and keeps the player's choices meaningful.
02
Rationale
Redundant systems are a double cost: they add complexity (to learn, build, balance) while subtracting meaning, because overlapping options collapse into a dominant one (the strictly-better version wins) or an arbitrary one (indistinguishable, so the choice doesn't matter) — both failure modes from DESIGN-0002. Orthogonal design gives each element a unique axis of purpose, so every system pulls its weight and every choice between systems is a real tradeoff. This is the systems-level expression of elegance (DESIGN-0007): not fewest systems for their own sake, but no wasted systems.
03
Applies when
Designing sets of parallel elements: weapons, unit rosters, character classes, resource types, upgrade paths, verbs. Especially valuable when a design feels bloated or when players ignore large parts of it.
04
Does not apply / Exceptions
Deliberate redundancy has uses: overlapping options can serve expression and comfort
(different-feeling tools that reach similar outcomes let players pick a style), and some
genres value abundance and horizontal variety over strict differentiation. Sidegrades that
are mechanically similar but aesthetically distinct are a legitimate design. So
orthogonality is a strong default, not an absolute — hence contextual.
05
Implementation
For each element ask: what does this do that no other element does? If the answer is "nothing," differentiate it (give it a unique niche), merge it, or cut it. Map elements on their functional axes and look for clusters occupying the same point. Prefer giving a weak-but-redundant option a distinct tradeoff over simply buffing it into a new dominant choice.
06
Disagreement
Tension with variety-and-expression design: minimalist orthogonality (every option mechanically distinct) vs. expressive abundance (many similar-feeling options for player self-expression and comfort). Both are valid; competitive and elegance-focused design leans orthogonal, while sandbox and expression-focused design tolerates more overlap.
07
Notes
The systems-level companion to DESIGN-0007 (elegance) and DESIGN-0002 (interesting decisions). Confidence 3 — a sound and widely-taught heuristic, but genuinely qualified by expression-driven design.
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Connected principles
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Source trail
S-adams-dormans-mechanicsErnest Adams and Joris Dormans. Game Mechanics: Advanced Game Design. New Riders, 2012.
Registry entry →S-schell-artofgamedesignJesse Schell. The Art of Game Design: A Book of Lenses. Morgan Kaufmann, 2008.
Registry entry →