# Game Brainstorming Context This context guide provides game-specific considerations for brainstorming sessions focused on game design and development. ## Session Focus Areas When brainstorming for games, consider exploring: - **Core Gameplay Loop** - What players do moment-to-moment - **Player Fantasy** - What identity/power fantasy does the game fulfill? - **Game Mechanics** - Rules and interactions that define play - **Game Dynamics** - Emergent behaviors from mechanic interactions - **Aesthetic Experience** - Emotional responses and feelings evoked - **Progression Systems** - How players grow and unlock content - **Challenge and Difficulty** - How to create engaging difficulty curves - **Social/Multiplayer Features** - How players interact with each other - **Narrative and World** - Story, setting, and environmental storytelling - **Art Direction and Feel** - Visual style and game feel - **Monetization** - Business model and revenue approach (if applicable) ## Game Design Frameworks ### MDA Framework - **Mechanics** - Rules and systems (what's in the code) - **Dynamics** - Runtime behavior (how mechanics interact) - **Aesthetics** - Emotional responses (what players feel) ### Player Motivation (Bartle's Taxonomy) - **Achievers** - Goal completion and progression - **Explorers** - Discovery and understanding systems - **Socializers** - Interaction and relationships - **Killers** - Competition and dominance ### Core Experience Questions - What does the player DO? (Verbs first, nouns second) - What makes them feel powerful/competent/awesome? - What's the central tension or challenge? - What's the "one more turn" factor? ## Recommended Brainstorming Techniques ### Game Design Specific Techniques (These are available as additional techniques in game brainstorming sessions) - **MDA Framework Exploration** - Design through mechanics-dynamics-aesthetics - **Core Loop Brainstorming** - Define the heartbeat of gameplay - **Player Fantasy Mining** - Identify and amplify player power fantasies - **Genre Mashup** - Combine unexpected genres for innovation - **Verbs Before Nouns** - Focus on actions before objects - **Failure State Design** - Work backwards from interesting failures - **Ludonarrative Harmony** - Align story and gameplay - **Game Feel Playground** - Focus purely on how controls feel ### Standard Techniques Well-Suited for Games - **SCAMPER Method** - Innovate on existing game mechanics - **What If Scenarios** - Explore radical gameplay possibilities - **First Principles Thinking** - Rebuild game concepts from scratch - **Role Playing** - Generate ideas from player perspectives - **Analogical Thinking** - Find inspiration from other games/media - **Constraint-Based Creativity** - Design around limitations - **Morphological Analysis** - Explore mechanic combinations ## Output Guidance Effective game brainstorming sessions should capture: 1. **Core Concept** - High-level game vision and hook 2. **Key Mechanics** - Primary gameplay verbs and interactions 3. **Player Experience** - What it feels like to play 4. **Unique Elements** - What makes this game special/different 5. **Design Challenges** - Obstacles to solve during development 6. **Prototype Ideas** - What to test first 7. **Reference Games** - Existing games that inspire or inform 8. **Open Questions** - What needs further exploration ## Integration with Game Development Workflow Game brainstorming sessions typically feed into: - **Game Briefs** - High-level vision and core pillars - **Game Design Documents (GDD)** - Comprehensive design specifications - **Technical Design Docs** - Architecture for game systems - **Prototype Plans** - What to build to validate concepts - **Art Direction Documents** - Visual style and feel guides ## Special Considerations for Game Design ### Start With The Feel - How should controls feel? Responsive? Weighty? Floaty? - What's the "game feel" - the juice and feedback? - Can we prototype the core interaction quickly? ### Think in Systems - How do mechanics interact? - What emergent behaviors arise? - Are there dominant strategies or exploits? ### Design for Failure - How do players fail? - Is failure interesting and instructive? - What's the cost of failure? ### Player Agency vs. Authored Experience - Where do players have meaningful choices? - Where is the experience authored/scripted? - How do we balance freedom and guidance?