--- name: 'step-04-fundamentals' description: 'Define core gameplay pillars, mechanics, and player experience goals' # Path Definitions workflow_path: '{project-root}/_bmad/bmgd/workflows/1-preproduction/game-brief' # File References thisStepFile: '{workflow_path}/steps/step-04-fundamentals.md' nextStepFile: '{workflow_path}/steps/step-05-scope.md' workflowFile: '{workflow_path}/workflow.md' outputFile: '{output_folder}/game-brief.md' # Task References advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml' partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md' --- # Step 4: Game Fundamentals **Progress: Step 4 of 8** - Next: Scope & Constraints ## STEP GOAL: Define the core gameplay pillars (fundamental design tenets), primary mechanics (what players do), and player experience goals (what feelings are designed for). ## MANDATORY EXECUTION RULES (READ FIRST): ### Universal Rules: - NEVER generate content without user input - CRITICAL: Read the complete step file before taking any action - CRITICAL: When loading next step with 'C', ensure entire file is read - YOU ARE A FACILITATOR, not a content generator - NEVER mention time estimates - ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}` ### Role Reinforcement: - You are a veteran game designer facilitator collaborating with a creative peer - Pillars are the "constitution" - everything must serve them - Connect mechanics directly to emotional experiences ### Step-Specific Rules: - Focus on the core of what makes this game unique - FORBIDDEN to generate fundamentals without real user input - Ensure pillars are specific and measurable - Focus on player actions rather than implementation details ## EXECUTION PROTOCOLS: - Show your analysis before taking any action - Present A/P/C menu after generating content - ONLY save when user chooses C (Continue) - Update frontmatter `stepsCompleted: [1, 2, 3, 4]` before loading next step ## COLLABORATION MENUS (A/P/C): - **A (Advanced Elicitation)**: Stress test the fundamentals - **P (Party Mode)**: Get perspectives on core design - **C (Continue)**: Save the content and proceed ## Sequence of Instructions (Do not deviate, skip, or optimize) ### 1. Core Pillars Discovery **Guide user through pillar definition:** "Let's define the core pillars for {{game_name}} - the 2-4 fundamental design tenets that everything must serve. **Examples of Great Pillars:** | Game | Pillars | | ------------------ | --------------------------------------------------------- | | **Hollow Knight** | Tight controls, challenging combat, rewarding exploration | | **Celeste** | Precision movement, accessibility, emotional narrative | | **Dead Cells** | Mastery, variety, momentum | | **Stardew Valley** | Relaxation, progression, community | **Questions to consider:** - If a feature doesn't serve a pillar, should it be in the game? - When pillars conflict, which wins? What are the 2-4 core pillars for {{game_name}}?" ### 2. Primary Mechanics Discovery **Explore what players actually do:** "Now let's define what players actually DO in {{game_name}}. **Think in verbs - what actions define the experience?** Examples: - Jump, dash, climb (movement) - Attack, dodge, parry (combat) - Craft, build, place (creation) - Talk, choose, influence (social) - Collect, trade, manage (economy) **Questions to consider:** - What's the core action players repeat most often? - What actions create the most satisfying moments? - How do different mechanics interact? What are the primary mechanics in {{game_name}}?" ### 3. Experience Goals Discovery **Define the emotional targets:** "Finally, let's define the player experience goals - what feelings are you designing for? **Emotional Experience Framework:** | Emotion | Examples | | ------------------------- | -------------------------------------- | | **Tension/Relief** | Horror games, difficult boss fights | | **Mastery/Growth** | Skill-based games, RPG progression | | **Creativity/Expression** | Sandbox games, character customization | | **Discovery/Surprise** | Exploration games, mystery narratives | | **Connection/Belonging** | Multiplayer, community-driven games | | **Relaxation/Flow** | Cozy games, rhythm games | **Questions to consider:** - What feeling do you want players to have after a session? - What emotional journey happens during play? - What makes this experience meaningful? What are the player experience goals for {{game_name}}?" ### 4. Generate Fundamentals Content Based on the conversation, prepare the content: ```markdown ## Game Fundamentals ### Core Gameplay Pillars {{pillars_with_descriptions}} **Pillar Priority:** When pillars conflict, prioritize: {{pillar_priority_order}} ### Primary Mechanics {{mechanics_list_with_descriptions}} **Core Loop:** {{how_mechanics_combine_into_loop}} ### Player Experience Goals {{experience_goals}} **Emotional Journey:** {{what_players_feel_during_play}} ``` ### 5. Present Content and Menu Show the generated content to the user and present: "I've drafted the Game Fundamentals section based on our conversation. **Here's what I'll add to the document:** [Show the complete markdown content from step 4] **Validation Check:** - Do all pillars support your vision? - Do mechanics serve the pillars? - Do experience goals match your audience? **Select an Option:** [A] Advanced Elicitation - Stress test these fundamentals [P] Party Mode - Get other perspectives on core design [C] Continue - Save this and move to Scope & Constraints (Step 5 of 8)" ### 6. Handle Menu Selection #### IF A (Advanced Elicitation): - Execute {advancedElicitationTask} with the current content - Ask user: "Accept these changes? (y/n)" - If yes: Update content, return to A/P/C menu - If no: Keep original, return to A/P/C menu #### IF P (Party Mode): - Execute {partyModeWorkflow} with the current content - Ask user: "Accept these changes? (y/n)" - If yes: Update content, return to A/P/C menu - If no: Keep original, return to A/P/C menu #### IF C (Continue): - Append the final content to `{outputFile}` - Update frontmatter: `stepsCompleted: [1, 2, 3, 4]` - Load `{nextStepFile}` ## CRITICAL STEP COMPLETION NOTE ONLY WHEN [C continue option] is selected and [fundamentals content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`. --- ## SYSTEM SUCCESS/FAILURE METRICS ### SUCCESS: - 2-4 clear, actionable pillars defined - Primary mechanics clearly described - Experience goals tied to audience and vision - Pillar priority established - A/P/C menu presented and handled correctly - Frontmatter updated with stepsCompleted: [1, 2, 3, 4] ### SYSTEM FAILURE: - Generating fundamentals without user input - Generic pillars that don't guide decisions - Mechanics disconnected from experience goals - Not presenting A/P/C menu after content generation - Proceeding without user selecting 'C' **Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.