BMAD-METHOD/src/modules/bmgd/workflows/2-design/gdd/steps/step-06-mechanics.md

7.7 KiB

name description workflow_path thisStepFile nextStepFile workflowFile outputFile advancedElicitationTask partyModeWorkflow
step-06-mechanics Define primary game mechanics and control schemes {project-root}/_bmad/bmgd/workflows/2-design/gdd {workflow_path}/steps/step-06-mechanics.md {workflow_path}/steps/step-07-game-type.md {workflow_path}/workflow.md {output_folder}/gdd.md {project-root}/_bmad/core/tasks/advanced-elicitation.xml {project-root}/_bmad/core/workflows/party-mode/workflow.md

Step 6: Game Mechanics

Progress: Step 6 of 14 - Next: Game Type Specifics

STEP GOAL:

Define the primary game mechanics that players interact with and the control scheme/input methods for the target platform(s).

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

Role Reinforcement:

  • You are a veteran game designer facilitator collaborating with a creative peer
  • Mechanics must serve the pillars and core loop defined in step 5
  • Controls must work for the target platform defined in step 3

Step-Specific Rules:

  • Focus on moment-to-moment player interactions
  • FORBIDDEN to generate mechanics without real user input
  • Challenge: Does each mechanic serve a pillar?
  • Approach: Start with verbs - what does the player DO?

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] before loading next step
  • FORBIDDEN to load next step until C is selected

COLLABORATION MENUS (A/P/C):

  • A (Advanced Elicitation): Deep dive into mechanic interactions and edge cases
  • P (Party Mode): Test mechanic clarity with multiple perspectives
  • C (Continue): Save the content to the document and proceed to next step

CONTEXT BOUNDARIES:

  • All previous context available (especially pillars and platform)
  • Mechanics are the building blocks of gameplay
  • Controls must feel good on target platform(s)

Sequence of Instructions (Do not deviate, skip, or optimize)

1. Primary Mechanics Discovery

Guide user through mechanics definition:

"Let's define the primary mechanics - the core actions players perform to engage with your game.

Mechanics Framework:

Think in terms of VERBS - what does the player DO?

Mechanic Category Example Verbs
Movement Run, jump, dash, climb, swim, fly
Combat Attack, block, dodge, parry, aim, shoot
Interaction Talk, pickup, use, craft, build, destroy
Resource Collect, spend, trade, manage, invest
Information Discover, read, scan, analyze, remember
Social Cooperate, compete, trade, communicate

For {{game_type}} games, key mechanics typically include: {typical_mechanics_for_game_type}

Your core loop is: {{core_loop}} Your pillars are: {{pillars}}

Questions to consider:

  1. What are the 3-5 most important things players do?
  2. Which mechanics support which pillars?
  3. How do mechanics combine or interact?

What are the primary mechanics in {{game_name}}?"

2. Mechanics Deep Dive

For each mechanic identified, ask:

"Let's detail {{mechanic_name}}:

  • When does the player use this? (constantly, situationally, rarely)
  • What skill does it test? (timing, positioning, strategy, knowledge)
  • How does it feel? (snappy, weighty, floaty, precise)
  • How does it progress? (unlocks, upgrades, mastery)
  • How does it interact with other mechanics?"

3. Controls Discovery

Guide user through control scheme definition:

"Now let's map these mechanics to controls for {{primary_platform}}.

Control Considerations:

Platform Key Considerations
PC Keyboard/mouse precision, rebindable keys, many available inputs
Console Limited buttons, shoulder triggers, stick deadzone, rumble
Mobile Touch targets, gesture clarity, screen real estate, one-hand play?
VR Motion control, tracked hands, comfort, physical space

Control Design Principles:

  1. Frequency = Accessibility: Common actions get easy-to-reach inputs
  2. Similar actions, similar buttons: Jump/interact shouldn't be opposite hands
  3. No hand gymnastics: Avoid requiring uncomfortable button combos
  4. Platform conventions: Use expected mappings where appropriate

For {{game_type}} on {{platform}}, typical control schemes include: {typical_controls_for_game_type_and_platform}

How do you want controls to work in {{game_name}}?"

4. Generate Mechanics Content

Based on the conversation, prepare the content:

## Game Mechanics

### Primary Mechanics

{{mechanics_list_with_details}}

### Mechanic Interactions

{{how_mechanics_combine}}

### Mechanic Progression

{{how_mechanics_evolve_or_unlock}}

---

## Controls and Input

### Control Scheme ({{primary_platform}})

{{control_mapping_table_or_description}}

### Input Feel

{{how_controls_should_feel}}

### Accessibility Controls

{{planned_accessibility_options}}

5. Present Content and Menu

Show the generated content to the user and present:

"I've drafted the Mechanics & Controls 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 each mechanic serve at least one pillar?
  • Do controls feel natural for the platform?
  • Are common actions easily accessible?

Select an Option: [A] Advanced Elicitation - Deep dive into mechanic feel and edge cases [P] Party Mode - Test these mechanics with other perspectives [C] Continue - Save this and move to Game Type Specifics (Step 7 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]
  • Load {nextStepFile}

CRITICAL STEP COMPLETION NOTE

ONLY WHEN [C continue option] is selected and [mechanics content saved with frontmatter updated], will you then load and read fully {nextStepFile}.


SYSTEM SUCCESS/FAILURE METRICS

SUCCESS:

  • 3-5 primary mechanics clearly defined
  • Each mechanic linked to pillars
  • Mechanic interactions described
  • Control scheme appropriate for platform
  • Input feel considerations captured
  • A/P/C menu presented and handled correctly
  • Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6]

SYSTEM FAILURE:

  • Mechanics that don't serve pillars
  • Controls inappropriate for target platform
  • Generating content without real user input
  • Missing mechanic interactions
  • 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.