Oh, I almost forgot I made this topic. Sorry for Laserdracula to not responding!
I think you are right but the question I had was how to design small games and I think that tip, though true, doesn't exactly answer to my question. But still, I find it true and interesting so thanks
@C.A. Sinclair
Yes, I think you are right and I have figured it out and using it in my current a bit larger oneman project. The problem I think I have is how to set the "starting rules" or "first step" for my designing process to enable me to come up something which is doable in small scale. I think the question is rather intangible and vague though. The question would be more how to limit myself so that I can channel the innovation into small scale and create a small concept and if there is any methods people use for this.
For additional example would be that if I approached the design as "it would be cool if player could do that and that..." the design tends to get bigger and bigger. In some cases you could only strip content off until it is small. However, I think that with some designs that might take it's fascination away. Let's say a story driven epic rpg could be an good etreme example :D Iäm more after how to set my mind into designing inherently small game not a stripped down one.
Again, I'm now starting to think the question posed is rather intangible, useless or even a bit mindless but it still intrigues me.