6.8 KiB
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:
- Identify which pillars are in tension.
- Check the priority table.
- Preserve the lower-priority pillar only where it does not weaken the higher-priority one.
- If the conflict is fundamental, escalate to
creative-directorfor 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.