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pig-farm-controller/bmad/bmm/workflows/1-analysis/brainstorm-game/game-context.md
2025-11-01 19:22:39 +08:00

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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?

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?