Being creative is about being wrong: how many times you had a great idea and it didn’t work out? This is just part of the creative process – a big mess that you just need to embrace. The problem is that is is tiring and expensive.
Designers shouldn’t just throw ideas – everyone can do that: they should get ideas on how to communicate and test them quickly.
You have a simple game mechanic you want to explore? Try to prototype it. You can use Playmaker for unity to quickly get something without any scripting needed.
Too hard to get it software? Try to make a simple drawing, take screenshots and write over them, use Premiere to make a quick video… Just find any way to communicate your idea clearly and fast.
Making a game system? How about making a board game out of it. If you are making a city builder game, how about building the entire city with legos, and mix it with some cards to represent the player’s interactions. It will be faster and way more fun than spending all those long hours in Powerpoint.
Still too hard? How about using toys or even act it. That is what we did t another producer when we wanted to explain a new mechanic involving multiple vehicles. We could have spent days to illustrate it, but instead we pretended to be vehicles ourselves and acted it in front of the studio! Yes, everyone laughed and the message came across.
People will also remember those concepts more than any other documents you could have provide. Do you remember that powerpoint document? Probably not. But do you remember when I pretend to be an ATV? Yes, that was fun. Your team will be way more engaged in your design if there is some ways for them to interact.
No matter how good your idea can be – if you are not able to demonstrate it, communicate it and test it, then it will never happen. Don’t get stuck in the paper design: ideas are cheap and execution is what matters.