# 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`.