# Game Pillars: [Game Title]

## Document Status
- **Version**: 1.0
- **Last Updated**: [Date]
- **Approved By**: creative-director
- **Status**: [Draft / Under Review / Approved]

---

## What Are Game Pillars?

Pillars are the 3-5 non-negotiable principles that define this game's identity.
Every design, art, audio, narrative, and technical decision must serve at least
one pillar. If a feature doesn't serve a pillar, it doesn't belong in the game.

**Why pillars matter**: In a typical development cycle, the team makes thousands
of small creative decisions. Pillars ensure all those decisions push in the same
direction, creating a coherent player experience rather than a collection of
disconnected features.

### What Makes a Good Pillar

A good pillar is:
- **Falsifiable**: "Fun gameplay" is not a pillar. "Combat rewards patience over
  aggression" is — it makes a testable claim about design choices.
- **Constraining**: If a pillar never forces you to say no to something, it's
  too vague. Good pillars eliminate options.
- **Cross-departmental**: A pillar that only constrains game design but says
  nothing about art, audio, or narrative is incomplete. Real pillars shape
  every discipline.
- **Memorable**: The team should be able to recite the pillars from memory.
  If they can't, the pillars are too numerous or too complex.

### Real AAA Examples

These studios publicly shared their game pillars, showing how concrete and
specific effective pillars can be:

| Game | Pillars | Why They Work |
| ---- | ---- | ---- |
| **God of War (2018)** | Visceral combat; Father-son emotional journey; Continuous camera (no cuts); Norse mythology reimagined | "Continuous camera" is radical — it cut a standard cinematic tool. "Father-son journey" constrains narrative, level design, AND combat (Atreus as companion). |
| **Hades** | Fast fluid combat; Story depth through repetition; Every run teaches something new | "Story through repetition" justified the roguelike structure narratively — death IS the story. "Every run teaches" constrains level and encounter design. |
| **The Last of Us** | Story is essential, not optional; AI partners build relationships; Stealth is always an option | "AI partners build relationships" drove massive investment in companion AI — not just pathfinding, but emotional presence. |
| **Celeste** | Tough but fair; Accessibility without compromise; Story and mechanics are the same thing | "Story and mechanics are the same thing" — climbing IS the struggle, the dash IS the anxiety. Pillar prevented mechanics from being "just gameplay." |
| **Hollow Knight** | Atmosphere over explanation; Earned mastery; World tells its own story | "Atmosphere over explanation" — no tutorials, no hand-holding, the world teaches through environmental design. |
| **Dead Cells** | Every weapon is viable; Combat is a dance; Permanent death creates meaning | "Every weapon is viable" is extremely constraining — it demands constant balance work across hundreds of items. |

---

## Core Fantasy

> [What power, experience, or feeling does the player get from this game? What
> can they do here that they can't do anywhere else? The core fantasy is the
> emotional promise — the answer to "why would someone choose THIS game?"
>
> Strong core fantasies are visceral and immediate:
> - "You are a lone survivor building a new life in a hostile wilderness"
> - "You command a civilization across millennia"
> - "You explore a vast, beautiful world at your own pace"
> - "You master intricate combat and overcome impossible odds"]

---

## Target MDA Aesthetics

[Rank the aesthetic goals this game serves, from the MDA Framework. This ranking
guides every pillar — your pillars should collectively deliver your top 2-3
aesthetics.]

| Rank | Aesthetic | How Our Game Delivers It |
| ---- | ---- | ---- |
| 1 | [e.g., Challenge] | [Specific delivery mechanism] |
| 2 | [e.g., Discovery] | [Specific delivery mechanism] |
| 3 | [e.g., Fantasy] | [Specific delivery mechanism] |
| 4 | [e.g., Narrative] | [Specific delivery mechanism] |
| N/A | [Aesthetics not targeted] | [Why this isn't a priority] |

**Aesthetics reference** (Hunicke, LeBlanc, Zubek):
- **Sensation**: Sensory pleasure (visual beauty, satisfying audio, haptic feedback)
- **Fantasy**: Make-believe, inhabiting a role or world
- **Narrative**: Drama, story arcs, emotional plot progression
- **Challenge**: Obstacle course, skill mastery, overcoming difficulty
- **Fellowship**: Social connection, cooperation, shared experience
- **Discovery**: Exploration, uncovering secrets, understanding hidden systems
- **Expression**: Self-expression, creativity, personal identity
- **Submission**: Relaxation, comfort, meditative play

---

## The Pillars

### Pillar 1: [Name]

**One-Sentence Definition**: [A clear, falsifiable statement of what this pillar
means. Must be specific enough that two people would reach the same conclusion
when applying it to a design question.]

**Target Aesthetics Served**: [Which MDA aesthetics from the ranking above does
this pillar primarily deliver?]

**Design Test**: [A concrete decision this pillar resolves. "If we're debating
between X and Y, this pillar says we choose __."]

#### What This Means for Each Department

| Department | This Pillar Says... | Example |
| ---- | ---- | ---- |
| **Game Design** | [How this constrains and inspires mechanics] | [Concrete example] |
| **Art** | [How this constrains and inspires visuals] | [Concrete example] |
| **Audio** | [How this constrains and inspires sound/music] | [Concrete example] |
| **Narrative** | [How this constrains and inspires story/writing] | [Concrete example] |
| **Engineering** | [Technical implications and priorities] | [Concrete example] |

#### Serving This Pillar
- [Concrete example of a feature/decision that embodies this pillar]
- [Another example]

#### Violating This Pillar
- [Concrete example of what would betray this pillar — things we must never do]
- [Another example]

---

### Pillar 2: [Name]

**One-Sentence Definition**: [Specific, falsifiable statement]

**Target Aesthetics Served**: [MDA aesthetics]

**Design Test**: [Concrete decision it resolves]

#### What This Means for Each Department

| Department | This Pillar Says... | Example |
| ---- | ---- | ---- |
| **Game Design** | [Constraint/inspiration] | [Example] |
| **Art** | [Constraint/inspiration] | [Example] |
| **Audio** | [Constraint/inspiration] | [Example] |
| **Narrative** | [Constraint/inspiration] | [Example] |
| **Engineering** | [Constraint/inspiration] | [Example] |

#### Serving This Pillar
- [Example]
- [Example]

#### Violating This Pillar
- [Example]
- [Example]

---

### Pillar 3: [Name]

**One-Sentence Definition**: [Specific, falsifiable statement]

**Target Aesthetics Served**: [MDA aesthetics]

**Design Test**: [Concrete decision it resolves]

#### What This Means for Each Department

| Department | This Pillar Says... | Example |
| ---- | ---- | ---- |
| **Game Design** | [Constraint/inspiration] | [Example] |
| **Art** | [Constraint/inspiration] | [Example] |
| **Audio** | [Constraint/inspiration] | [Example] |
| **Narrative** | [Constraint/inspiration] | [Example] |
| **Engineering** | [Constraint/inspiration] | [Example] |

#### Serving This Pillar
- [Example]
- [Example]

#### Violating This Pillar
- [Example]
- [Example]

---

### Pillar 4: [Name] (Optional)

[Same structure as Pillars 1-3]

### Pillar 5: [Name] (Optional)

[Same structure as Pillars 1-3]

---

## Anti-Pillars (What This Game Is NOT)

Anti-pillars are equally important as pillars — they prevent scope creep and
keep the vision focused. Every "no" protects the "yes."

Great anti-pillars are things the team might actually want to do. "NOT a racing
game" is obvious and useless. "NOT an open-world game" is useful if the genre
could plausibly support it.

- **NOT [thing]**: [Why this is explicitly excluded, what pillar it would
  compromise, and what it would cost in development focus]
- **NOT [thing]**: [Why excluded]
- **NOT [thing]**: [Why excluded]

---

## Pillar Conflict Resolution

When two pillars conflict (and they will), use this priority order. The ranking
reflects which aspects of the experience are most essential to the core fantasy.

| Priority | Pillar | Rationale |
| ---- | ---- | ---- |
| 1 | [Highest priority pillar] | [Why this wins when it conflicts with others] |
| 2 | [Second priority] | [Why] |
| 3 | [Third priority] | [Why] |

**Resolution Process**:
1. Identify which pillars are in tension
2. Consult the priority ranking above
3. If the lower-priority pillar can be served partially without compromising the
   higher-priority one, do so
4. If not, the higher-priority pillar wins
5. Document the decision and rationale in the relevant design document
6. If the conflict is fundamental (two pillars are irreconcilable), escalate to
   the creative-director to consider revising the pillars themselves

---

## Player Motivation Alignment

[Verify that the pillars collectively serve the target player's psychological needs.
Based on Self-Determination Theory (Deci & Ryan) and the Player Experience of
Need Satisfaction model.]

| Need | Which Pillar Serves It | How |
| ---- | ---- | ---- |
| **Autonomy** (meaningful choice, player agency) | [Pillar name] | [How this pillar creates autonomy] |
| **Competence** (mastery, skill growth, clear feedback) | [Pillar name] | [How this pillar creates competence] |
| **Relatedness** (connection, belonging, emotional bond) | [Pillar name] | [How this pillar creates relatedness] |

**Gap check**: If any of the three needs is not served by at least one pillar,
consider whether the pillar set is complete. A game that satisfies all three
SDT needs has the strongest foundation for sustained engagement.

---

## Emotional Arc

[Map the intended emotional journey of a play session. This should be a
deliberate design, not an accident.]

### Session Emotional Arc

| Phase | Duration | Target Emotion | Pillar(s) Driving It | Mechanics Delivering It |
| ---- | ---- | ---- | ---- | ---- |
| Opening | [e.g., 0-5 min] | [e.g., Curiosity, anticipation] | [Which pillar] | [What the player does] |
| Rising | [e.g., 5-20 min] | [e.g., Tension, focus, flow] | [Which pillar] | [What the player does] |
| Climax | [e.g., 20-30 min] | [e.g., Triumph, relief, awe] | [Which pillar] | [What the player does] |
| Resolution | [e.g., 30-40 min] | [e.g., Satisfaction, reflection] | [Which pillar] | [What the player does] |
| Hook | [End of session] | [e.g., Curiosity, unfinished business] | [Which pillar] | [What makes them return] |

### Long-Term Emotional Progression

[How does the emotional experience evolve across the full game? Early game vs
mid game vs late game vs endgame should each feel distinct.]

---

## Reference Games

| Reference | What We Take From It | What We Do Differently | Which Pillar It Validates |
| ---- | ---- | ---- | ---- |
| [Game 1] | [Specific mechanic, feeling, or approach] | [Our twist] | [Pillar name] |
| [Game 2] | [What we learn] | [Our twist] | [Pillar name] |
| [Game 3] | [What we learn] | [Our twist] | [Pillar name] |

**Non-game inspirations**: [Films, books, music, art, real-world experiences
that inform the tone, world, or feel. Great games pull from outside the medium.]

---

## Pillar Validation Checklist

Before finalizing the pillars, verify:

- [ ] **Count**: 3-5 pillars (no more, no fewer)
- [ ] **Falsifiable**: Each pillar makes a claim that could be wrong
- [ ] **Constraining**: Each pillar forces saying "no" to some plausible ideas
- [ ] **Cross-departmental**: Each pillar has implications for design, art, audio, narrative, AND engineering
- [ ] **Design-tested**: Each pillar has a concrete design test that resolves a real decision
- [ ] **Anti-pillars defined**: At least 3 explicit "this game is NOT" statements
- [ ] **Priority-ranked**: Clear order for resolving conflicts between pillars
- [ ] **MDA-aligned**: Pillars collectively deliver the top-ranked target aesthetics
- [ ] **SDT coverage**: At least one pillar serves Autonomy, one Competence, one Relatedness
- [ ] **Memorable**: The team can recite all pillars from memory
- [ ] **Core fantasy served**: Every pillar traces back to the core fantasy promise

---

## Next Steps

- [ ] Get pillar approval from creative-director
- [ ] Distribute to all department leads for sign-off
- [ ] Create design tests for each pillar using real upcoming decisions
- [ ] Schedule first pillar review (after 2 weeks of development)
- [ ] Add pillars to the game-concept document and pitch document

---

*This document is the creative north star. It lives in `design/gdd/game-pillars.md`
and is referenced by every design, art, audio, and narrative document in the project.
Review quarterly or after major milestone pivots.*
