Other than intentional design how would one describe designing from a vision and only including mechanics that contribute to the realization of said vision (and that actively contribute to play)? What do you call the process of design that answers these three questions:
- What is the game about?
- How is the game about that?
- What behaviours does the game incentivise in the players?
Yeah. I think 'intentional' is a pretty good descriptor of this but I agree that the antonym 'aimless' is pretty unfair.
'Curated' design versus 'broad' design? There's a sense in a lot of traditional games that of course you have a combat system and an encumbrance system and so on. Even if the game is ostensibly about something very different. Whereas more modern games might not only jettison such things but might have additional mechanical support for the power of friendship or the phases of the moon or something that would be wholly out of place in most other contexts.
I suspect the real answer is ultimately 'post-forge' and 'non-forge' but too many people get upset about such things.