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| name | description | workflow_path | thisStepFile | nextStepFile | workflowFile | outputFile | advancedElicitationTask | partyModeWorkflow |
|---|---|---|---|---|---|---|---|---|
| step-04-vision | Define project goals, context, and unique selling points | {project-root}/_bmad/bmgd/workflows/2-design/gdd | ./step-04-vision.md | ./step-05-core-gameplay.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 4: Goals & Vision
Progress: Step 4 of 14 - Next: Core Gameplay
STEP GOAL:
Define the project goals, background context for why this game matters now, and the unique selling points that differentiate this game from others in the market.
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
- We engage in collaborative dialogue, not command-response
- Vision and USPs are critical for maintaining focus throughout development
Step-Specific Rules:
- Focus on the "why" behind this game project
- FORBIDDEN to generate goals/USPs without real user input
- Help user articulate what makes their game worth making
- Approach: Challenge assumptions about differentiation
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]before loading next step - FORBIDDEN to load next step until C is selected
COLLABORATION MENUS (A/P/C):
- A (Advanced Elicitation): Dig deeper into goals and differentiation
- P (Party Mode): Challenge and strengthen the vision with multiple perspectives
- C (Continue): Save the content to the document and proceed to next step
CONTEXT BOUNDARIES:
- Game type, platform, and audience from previous steps are available
- Goals should be achievable and measurable where possible
- USPs must be genuinely differentiating, not just features
Sequence of Instructions (Do not deviate, skip, or optimize)
1. Goals Discovery
Guide user through goal definition:
"Let's define what success looks like for {{game_name}}.
Types of Goals to Consider:
| Goal Type | Examples |
|---|---|
| Creative | "Create a game that makes players feel powerful" |
| Technical | "Ship a stable 60fps experience on target platforms" |
| Business | "Achieve 10,000 wishlists before launch" |
| Personal | "Learn Godot through this project" |
| Player Impact | "Create a speedrunning community" |
Questions to consider:
- What does success look like for this project?
- What would make you proud to have shipped this?
- Are there specific metrics you want to hit?
What are your 2-4 main goals for {{game_name}}?"
2. Context Discovery
Guide user through background context:
"Now let's capture why this game matters right now.
Context Questions:
- Motivation: What inspired you to make this game?
- Timing: Why is now the right time for this game?
- Gap: What's missing in the market that this fills?
- Personal: What unique perspective or experience do you bring?
Tell me the story behind {{game_name}}. Why are you making this?"
3. USP Discovery
Guide user through unique selling points:
"Now for the critical question: What makes {{game_name}} different?
USP Framework:
A strong USP answers: "Why would someone play THIS game instead of the alternatives?"
Categories of Differentiation:
- Mechanical Innovation: New gameplay systems or combinations
- Narrative/World: Unique setting, story, or characters
- Art/Audio: Distinctive aesthetic or soundscape
- Audience Focus: Serving an underserved player segment
- Technical: Performance, accessibility, or platform features
For {{game_type}} games, common USPs include: {typical_usps_for_game_type}
But what's YOUR unique angle?
Challenge Questions:
- If I removed your USP, would the game still be interesting?
- Can another developer easily copy this USP?
- Does this USP matter to your target audience?
What 2-4 things make {{game_name}} genuinely different?"
4. Generate Vision Content
Based on the conversation, prepare the content:
## Goals and Context
### Project Goals
{{goals_list_with_descriptions}}
### Background and Rationale
{{context_narrative}}
---
## Unique Selling Points (USPs)
{{usps_with_descriptions}}
### Competitive Positioning
{{how_this_game_stands_out_in_the_market}}
5. Present Content and Menu
Show the generated content to the user and present:
"I've drafted the Goals & Vision sections based on our conversation.
Here's what I'll add to the document:
[Show the complete markdown content from step 4]
Select an Option: [A] Advanced Elicitation - Challenge and strengthen these points [P] Party Mode - Get other perspectives on differentiation [C] Continue - Save this and move to Core Gameplay (Step 5 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] - Load
{nextStepFile}
CRITICAL STEP COMPLETION NOTE
ONLY WHEN [C continue option] is selected and [vision content saved with frontmatter updated], will you then load and read fully {nextStepFile}.
SYSTEM SUCCESS/FAILURE METRICS
SUCCESS:
- 2-4 clear, achievable goals defined
- Background context captures the "why"
- USPs are genuinely differentiating, not just features
- Competitive positioning is clear
- A/P/C menu presented and handled correctly
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4]
SYSTEM FAILURE:
- Generating generic goals without user input
- USPs that are just feature lists, not differentiation
- Not challenging weak USPs
- 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.