Sounds good. Sortta depends on what other icons and GUI elements you're building, the style your artwork, and the size of the icons. When it comes to icons I usually incline to keep things simpler, rather than detailed, as you usually don't have a lot of pixels to work with, and I always go for readability first.
"The quality of your design increases directly proportional to the amount of time you spend away from the drawing board (aka your code editor)."
Engage your imagination first.
Get a sketch book and write/draw everything down. Especially if it just a simple thot. You never know when you'll need it.
Then plan, plan, plan!
Doing a design document may seem a whole lot of work for nothing, but you need to establish the big picture first. Once you set out on the road to build a game your going to run into ten thousand questions. Doing a design doc will help you plan for and answer those questions ahead of time so you're prepared for them when you encounter them down the line. It also helps you foresee problems you won't see right away if you just jump in at the deep end.
Well, personally I think interactive story games have a lot of untapped potential. I would really like to play a game that was like an interactive science fiction or fantasy romance novel. But I've also intensely enjoyed many completely linear movie-like games. Actually the thing I disagree most with is having only a few choices near the end. If the game doesn't branch relatively near the beginning I'm probably never going to play it again to see the other possibilities because it would be boring and frustrating to replay the first part.
Was thinking about the same today. Seems to me the focus could shift to the script & plot, I just finished trawling the free 3D game listing on MMOHut, and got to thinking that the plot lines for most were pretty stale. Might be different graphics, but the same old classes, same old grind. But then how many options are there ever going to be, eh? Still would be nice if there was more stories/plot lines like Fringe or Dark City or something. I know there's a ton of really good sci-fi that isn't just campagin and conquest.
In writers terms I think this is called plot development.
The number of times that a game can let a player-created story branch off has to be limited. Which means that there will be some junctures in the story where the player can't branch the story. Like the Assassin's traitor, for example.
Nature exhibits the same approach. I remember watching a documentary on the ecosystem of the North West Coast of North America. In it they said that there were key species in the ecological chain that were critical to the proper functioning of the system. Other species could come and go, but the loss of particular species would destroy the whole environmental life chain itself. Plots and sub-plots could be built and resolved in similar fashion. The Witcher seems to be taking a pretty decent stab at the non-linear user-defined plot thing.