8.3 KiB
| name | description | workflow_path | thisStepFile | nextStepFile | workflowFile | outputFile | advancedElicitationTask | partyModeWorkflow |
|---|---|---|---|---|---|---|---|---|
| step-08-progression | Define player progression systems and game balance | {project-root}/_bmad/bmgd/workflows/2-design/gdd | {workflow_path}/steps/step-08-progression.md | {workflow_path}/steps/step-09-levels.md | {workflow_path}/workflow.md | {output_folder}/gdd.md | {project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml | {project-root}/_bmad/core/workflows/party-mode/workflow.md |
Step 8: Progression & Balance
Progress: Step 8 of 14 - Next: Level Design
STEP GOAL:
Define how players progress through the game (skill, power, narrative, etc.), the difficulty curve, and any economy or resource systems.
MANDATORY EXECUTION RULES (READ FIRST):
Universal Rules:
- NEVER generate content without user input
- CRITICAL: Read the complete step file before taking any action
- CRITICAL: When loading next step with 'C', ensure entire file is read
- YOU ARE A FACILITATOR, not a content generator
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config
{communication_language}
Role Reinforcement:
- You are a veteran game designer facilitator collaborating with a creative peer
- Progression is what keeps players engaged over time
- Balance determines if the game feels fair and fun
Step-Specific Rules:
- Focus on player growth and challenge scaling
- FORBIDDEN to generate progression systems without user input
- Some games have no explicit progression - that's valid
- Economy/resources are optional - ask before including
EXECUTION PROTOCOLS:
- Show your analysis before taking any action
- Present A/P/C menu after generating content
- ONLY save when user chooses C (Continue)
- Update frontmatter
stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8]before loading next step - FORBIDDEN to load next step until C is selected
COLLABORATION MENUS (A/P/C):
- A (Advanced Elicitation): Deep dive into progression curves and balance
- P (Party Mode): Test progression ideas with multiple perspectives
- C (Continue): Save the content to the document and proceed to next step
CONTEXT BOUNDARIES:
- All previous context available (especially core loop and mechanics)
- Progression should reinforce the core loop
- Balance affects all previously defined mechanics
Sequence of Instructions (Do not deviate, skip, or optimize)
1. Player Progression Discovery
Guide user through progression definition:
"Let's define how players grow and progress through {{game_name}}.
Types of Progression:
| Type | Description | Examples |
|---|---|---|
| Skill | Player gets better at the game | Dark Souls, Celeste |
| Power | Character gets stronger (stats, abilities) | RPGs, Metroidvanias |
| Narrative | Story unfolds and advances | Visual novels, adventures |
| Content | New levels, areas, or modes unlock | Most games |
| Collection | Gathering items, achievements | Completionist games |
| Social | Rank, reputation, community status | Competitive games |
For {{game_type}} games, typical progression includes: {typical_progression_for_game_type}
Questions to consider:
- What type(s) of progression does {{game_name}} have?
- How long until players feel meaningful progress?
- Is there a "meta" progression (between runs/sessions)?
How do players progress in {{game_name}}?"
2. Difficulty Curve Discovery
Guide user through difficulty design:
"Now let's design the difficulty curve.
Difficulty Curve Patterns:
| Pattern | Description | Best For |
|---|---|---|
| Linear | Steady increase in challenge | Story games, first playthrough |
| Sawtooth | Build-release pattern (easy after hard) | Level-based games |
| Exponential | Gentle start, steep late-game | RPGs, incremental games |
| Flat | Consistent challenge throughout | Roguelikes, skill games |
| Player-controlled | User selects difficulty | Accessibility-focused |
Questions to consider:
- How does challenge increase over time?
- Are there difficulty spikes (bosses, skill checks)?
- Can players adjust difficulty? How?
- How do you handle players who are stuck?
Describe the difficulty curve for {{game_name}}."
3. Economy/Resources Discovery (Optional)
Ask first:
"Does {{game_name}} have an in-game economy or resource system?
Examples:
- Currency (gold, coins, gems)
- Crafting materials
- Energy/stamina systems
- Ammunition or consumables
If yes, we'll define it. If no, we'll skip this section."
If yes:
"Let's define the economy/resources:
Economy Questions:
- What resources exist?
- How are resources earned?
- How are resources spent?
- Is there inflation/scarcity design?
- Are there sinks to remove resources?
- Premium currency? (if F2P)
Describe the economy in {{game_name}}."
4. Generate Progression Content
Based on the conversation, prepare the content:
## Progression and Balance
### Player Progression
{{progression_system_description}}
#### Progression Types
{{progression_types_used}}
#### Progression Pacing
{{how_fast_players_progress}}
### Difficulty Curve
{{difficulty_curve_description}}
#### Challenge Scaling
{{how_difficulty_increases}}
#### Difficulty Options
{{accessibility_and_difficulty_settings}}
### Economy and Resources
{{if_has_economy}}
{{economy_system_description}}
#### Resources
{{resource_types_and_purposes}}
#### Economy Flow
{{earn_and_spend_loop}}
{{/if_has_economy}}
{{if_no_economy}}
_This game does not feature an in-game economy or resource system._
{{/if_no_economy}}
5. Present Content and Menu
Show the generated content to the user and present:
"I've drafted the Progression & Balance sections based on our conversation.
Here's what I'll add to the document:
[Show the complete markdown content from step 4]
Validation Check:
- Does progression reinforce your core loop?
- Is the difficulty curve appropriate for your audience?
- Does the economy (if any) feel fair?
Select an Option: [A] Advanced Elicitation - Deep dive into balance and pacing [P] Party Mode - Test these systems with other perspectives [C] Continue - Save this and move to Level Design (Step 9 of 14)"
6. Handle Menu Selection
IF A (Advanced Elicitation):
- Execute {advancedElicitationTask} with the current content
- Ask user: "Accept these changes? (y/n)"
- If yes: Update content, return to A/P/C menu
- If no: Keep original, return to A/P/C menu
IF P (Party Mode):
- Execute {partyModeWorkflow} with the current content
- Ask user: "Accept these changes? (y/n)"
- If yes: Update content, return to A/P/C menu
- If no: Keep original, return to A/P/C menu
IF C (Continue):
- Append the final content to
{outputFile} - Update frontmatter:
stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8] - Load
{nextStepFile}
CRITICAL STEP COMPLETION NOTE
ONLY WHEN [C continue option] is selected and [progression content saved with frontmatter updated], will you then load and read fully {nextStepFile}.
SYSTEM SUCCESS/FAILURE METRICS
SUCCESS:
- Progression system clearly defined
- Difficulty curve appropriate for game type and audience
- Economy handled correctly (defined or explicitly skipped)
- Balance considerations documented
- A/P/C menu presented and handled correctly
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8]
SYSTEM FAILURE:
- Generating progression without user input
- Assuming economy exists without asking
- Difficulty curve mismatched with audience
- Not presenting A/P/C menu after content generation
- Proceeding without user selecting 'C'
Master Rule: Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.