As a designer, your job is to run a 24/7 simulation of the game in your head, play it in your imagination, find flaws and gaps in it, so, when an idea seems cool, you can immediately tell what it& #39;ll do to the rest of the simulation.
When you have a hard time imagining how a system will interact with another system by modeling the situation in your head (usually because of complexity), or when you know how, but need to convince someone of it – that& #39;s where things like UR, prototyping, and analytics come in.
When you get a surprising UR or analytics result, that& #39;s the equivalent of an idea. It just comes in the form of a report, a spreadsheet, or a graph – but it& #39;s an idea alright.

Data aren& #39;t prescriptive, and knowing what exactly to do with them isn& #39;t anyone& #39;s job but yours.
But you know how you run the simulation as a designer and see what fits the gameplay and what doesn& #39;t? Similar simulations are run by writers, artists, coders, and everyone else on the team.

The synchronization of all independent simulations of a game is called "game vision."
This is a very long way of saying that a game vision isn& #39;t a powerpoint, and certainly isn& #39;t an idea you& #39;ve DMed me, asking if we can develop it – it& #39;s a complex, living, constantly updating shared understanding of a game. It& #39;s not something you can just send in an email.
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