The result of pondering such has been me thinking about better ways to approach designing games. I won't pretend like I spent hours on end deliberating over a delicate conclusion; it was about 10 minutes of thought in the middle of me fighting a battle in Final Fantasy Tactics. I figured that since what makes a game a game are the elements of interaction and change, that good design focuses heavily on defining what interaction and change embody in your game. In other words, how do you interact with and change the game world when you play the game?
And this brings me to my momentarily brainstormed montra: "Design with Verbs".