saw some vague discourse about "getting pro skill at game design". "play more [digital] games" is a myopic (and potentially prohibitive) answer imo, especially considering that most of the greats of the last century predated the current medium as we know it
I feel weirdly about this one because it's generally good advice to play a lot of games bc it's shorthand for developing systemic intuition, but studying genres you like/are working in can be a slippery slope towards homogeneity
this is one of the biggest problems with games these days (and media at large imo) - less primary inspiration and more abstractions of pre-existing (and usually recent!) abstractions.
imo how to practice [1/n]:
+ take interest in irl systems (economics, taxonomy, etc). learn to walk through rule structures, build your "internal sim-stepper"
+ develop sensitivity to enjoyment/boredom in everything. learn to articulate your relations to verbs in your own life
[2/n]
+ examine your (non game) hobbies through the lens of the above
+ take up or learn about new hobbies
+ read about games your haven't played, and try to "simulate them in your head". if possible, compare impression to the actual experience - try to minimize delta
[3/n]
+make a lot of games, out of various media, and often - board/card/digital/ephemeral (eg: tag), or even just draw flowcharts
+play as many _old_ games as possible, as widely as possible. not just the classics - mediocres and flops as well. develop your own canon and opinion
[last]
+ if you run into _specific_ trouble working within a genre, play comps to ensure you don't reinvent the wheel

after all of that, NOW you're ready to play modern games and contemporaries. this is the least important step in the process from a creative standpoint imo
[last + 1]
something I left out: work in and explore genres outside of your taste and preference. explore why it works for others; toy with how you'd make it work for you. this'll develop your range, and more abstract grip on design rather than genre truisms
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