完善 brainstorm 支柱文档与审查强度规则

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# Game Pillars: [Game Title]
## Document Status
- **Version**: 1.0
- **Last Updated**: [Date]
- **Owner**: creative-director
- **Status**: Draft / Under Review / Approved
> **Creative Director Review (CD-PILLARS)**: [APPROVED date / CONCERNS accepted date / REVISED date]
---
## Purpose
This document is the source of truth for the game's creative pillars. It is
created during `/brainstorm` once the user locks the pillars. The first version
can be lightweight; later workflows may deepen the cross-department implications
and validation details as the project matures.
Pillars are the 3-5 non-negotiable principles that define the game's identity.
Every design, art, audio, narrative, production, and technical decision should
serve at least one pillar. If a feature does not serve a pillar, it probably
does not belong in the game.
---
## Core Fantasy
[What power, experience, or feeling does the player get from this game? This is
the emotional promise, not a feature list.]
---
## Unique Hook
[Like X, and also Y. The hook should make the game distinguishable from its
closest comparables in one sentence.]
---
## Target MDA Aesthetics
Rank the aesthetics this game is intentionally trying to deliver.
| Rank | Aesthetic | How This Game Delivers It |
| ---- | ---- | ---- |
| 1 | [Challenge / Discovery / Fantasy / etc.] | [Specific delivery mechanism] |
| 2 | [Aesthetic] | [Specific delivery mechanism] |
| 3 | [Aesthetic] | [Specific delivery mechanism] |
| Not targeted | [Aesthetic] | [Why this is not a priority] |
Reference aesthetics: Sensation, Fantasy, Narrative, Challenge, Fellowship,
Discovery, Expression, Submission.
---
## Pillar Summary
| Pillar | One-Sentence Definition | Primary Design Test |
| ---- | ---- | ---- |
| [Pillar 1] | [Falsifiable definition] | [If debating X vs Y, choose __] |
| [Pillar 2] | [Falsifiable definition] | [If debating X vs Y, choose __] |
| [Pillar 3] | [Falsifiable definition] | [If debating X vs Y, choose __] |
---
## Pillar 1: [Name]
**One-Sentence Definition**: [A clear, falsifiable statement of what this pillar
means.]
**Target Aesthetics Served**: [Which MDA aesthetics this pillar supports.]
**Design Test**: [A concrete decision this pillar resolves.]
### Cross-Department Implications
| Department | This Pillar Says | Example |
| ---- | ---- | ---- |
| Design | [How it constrains mechanics and rules] | [Concrete example] |
| Art | [How it constrains visuals] | [Concrete example] |
| Audio | [How it constrains sound/music] | [Concrete example] |
| Narrative | [How it constrains story/writing] | [Concrete example] |
| Engineering | [Technical priorities or constraints] | [Concrete example] |
| Production | [Scope and scheduling implications] | [Concrete example] |
### Serving This Pillar
- [Concrete feature or decision that embodies this pillar]
- [Another example]
### Violating This Pillar
- [Plausible feature or decision that would betray the pillar]
- [Another example]
---
## Pillar 2: [Name]
**One-Sentence Definition**: [A clear, falsifiable statement.]
**Target Aesthetics Served**: [MDA aesthetics.]
**Design Test**: [A concrete decision this pillar resolves.]
### Cross-Department Implications
| Department | This Pillar Says | Example |
| ---- | ---- | ---- |
| Design | [Constraint or inspiration] | [Example] |
| Art | [Constraint or inspiration] | [Example] |
| Audio | [Constraint or inspiration] | [Example] |
| Narrative | [Constraint or inspiration] | [Example] |
| Engineering | [Constraint or inspiration] | [Example] |
| Production | [Constraint or inspiration] | [Example] |
### Serving This Pillar
- [Example]
- [Example]
### Violating This Pillar
- [Example]
- [Example]
---
## Pillar 3: [Name]
**One-Sentence Definition**: [A clear, falsifiable statement.]
**Target Aesthetics Served**: [MDA aesthetics.]
**Design Test**: [A concrete decision this pillar resolves.]
### Cross-Department Implications
| Department | This Pillar Says | Example |
| ---- | ---- | ---- |
| Design | [Constraint or inspiration] | [Example] |
| Art | [Constraint or inspiration] | [Example] |
| Audio | [Constraint or inspiration] | [Example] |
| Narrative | [Constraint or inspiration] | [Example] |
| Engineering | [Constraint or inspiration] | [Example] |
| Production | [Constraint or inspiration] | [Example] |
### Serving This Pillar
- [Example]
- [Example]
### Violating This Pillar
- [Example]
- [Example]
---
## Optional Additional Pillars
Use this section only if the game needs a fourth or fifth pillar. Keep the total
pillar count between 3 and 5.
---
## Anti-Pillars
Anti-pillars define what this game is not. Good anti-pillars block tempting
ideas that would dilute the core fantasy.
- **NOT [thing]**: [Why this is excluded, what pillar it would compromise, and
what it would cost.]
- **NOT [thing]**: [Why excluded.]
- **NOT [thing]**: [Why excluded.]
---
## Pillar Conflict Priority
When two pillars conflict, resolve the conflict in this order.
| Priority | Pillar | Why It Wins |
| ---- | ---- | ---- |
| 1 | [Highest priority pillar] | [Rationale] |
| 2 | [Second priority pillar] | [Rationale] |
| 3 | [Third priority pillar] | [Rationale] |
**Resolution process**:
1. Identify which pillars are in tension.
2. Check the priority table.
3. Preserve the lower-priority pillar only where it does not weaken the higher-priority one.
4. If the conflict is fundamental, escalate to `creative-director` for pillar revision.
---
## Player Motivation Alignment
Use Self-Determination Theory as a sanity check.
| Need | Which Pillar Serves It | How |
| ---- | ---- | ---- |
| Autonomy | [Pillar name] | [Meaningful choices or agency] |
| Competence | [Pillar name] | [Mastery, feedback, skill growth] |
| Relatedness | [Pillar name] | [Connection, belonging, emotional bond] |
---
## Reference Games and Inspirations
| Reference | What We Take From It | What We Do Differently | Which Pillar It Validates |
| ---- | ---- | ---- | ---- |
| [Game 1] | [Specific mechanic, feeling, or approach] | [Our twist] | [Pillar] |
| [Game 2] | [Specific learning] | [Our twist] | [Pillar] |
| [Game 3] | [Specific learning] | [Our twist] | [Pillar] |
**Non-game inspirations**: [Films, books, music, art, real-world experiences.]
---
## Validation Checklist
- [ ] 3-5 pillars total
- [ ] Each pillar is falsifiable
- [ ] Each pillar constrains real design choices
- [ ] Each pillar has a design test
- [ ] Each pillar has cross-department implications
- [ ] At least 3 anti-pillars are defined
- [ ] Pillar conflict priority is explicit
- [ ] Top MDA aesthetics are covered
- [ ] Autonomy, competence, and relatedness have been considered
- [ ] Every pillar traces back to the core fantasy
---
## Next Steps
- [ ] Keep this document linked from `design/gdd/game-concept.md`
- [ ] Use these pillars when writing system GDDs
- [ ] Revisit after major prototype learnings or milestone pivots
---
This document lives at `design/gdd/game-pillars.md`.