AgentSkillsCN

game-scoping

针对游戏的 MLP 范围界定与追踪式子弹计划。适用于游戏创意的范围界定、游戏功能的优先级排序、垂直切片的定义、游戏 MLP 的制定,或把游戏概念拆解为可逐步实现的各个阶段。涵盖核心循环的识别、MoSCoW 优先级划分、范围管理、功能裁剪等要点。

SKILL.md
--- frontmatter
name: game-scoping
description: MLP scoping and tracer bullet planning for games. Use when scoping a game idea, prioritizing game features, defining vertical slices, creating a game MLP, or breaking down a game concept into buildable phases. Covers core loop identification, MoSCoW prioritization, scope management, feature cutting.

Game Scoping & MLP Planning

Scope game ideas into buildable plans. Get to playable fast, iterate from there.

Quick Reference

MLP vs MVP

MVP (Software)MLP (Games)
GoalValidate market fitValidate fun
Success metricUsers complete taskPlayers choose to keep playing
Core question"Does it work?""Is it fun?"
Minimum barFunctionalEnjoyable
What to cutNon-essential featuresAnything not serving the core loop

Key insight: An MVP that works but isn't fun is a failed game. An MLP that's fun but limited is a successful foundation.

Core Loop Identification

The core loop is what the player does every 30-60 seconds. Everything else is secondary.

One-sentence test: "The player [VERB]s [OBJECT] to [REWARD], which lets them [REINVEST]."

GenreExample Core Loop
PlatformerJump through obstacles → reach checkpoint → unlock new area
RoguelikeEnter room → fight enemies → collect upgrades → go deeper
PuzzleObserve pattern → manipulate pieces → solve → get harder puzzle
Tower DefenseAnalyze wave → place towers → survive → earn currency → upgrade
Farming SimPlant crops → tend/wait → harvest → sell → buy better seeds
Card GameDraw cards → play combinations → resolve effects → draw again

Core Loop Validation Checklist

  • Can be stated in one sentence
  • Involves player agency (not watching)
  • Has a clear reinvestment path (reward feeds back into action)
  • Is inherently repeatable without getting stale in first 10 minutes
  • Can be prototyped with programmer art
  • Is fun with zero content (no levels, no story, no progression)

MLP Scoping Process

The 3-Feature Rule

Your MLP gets three features beyond the core loop. Choose wisely.

Process:

  1. Define the core loop (non-negotiable, not counted as a feature)
  2. List every feature you want
  3. For each feature, ask: "Does this make the core loop more fun?"
  4. Rank by impact on core loop fun
  5. Take the top 3

Why 3? More than 3 features for an MLP means you're building content, not validating fun. If your core loop needs more than 3 supporting features to be fun, your core loop is too weak.

Feature Impact Assessment

Impact LevelDescriptionExample (Roguelike)
CoreLoop doesn't work without itCombat system
AmplifierMakes core loop significantly more funUpgrade selection between rooms
EnhancerAdds variety/polishDifferent enemy types
ContentMore of the sameAdditional levels
CosmeticVisual/audio polishParticle effects

MLP includes: Core + up to 3 Amplifiers. Everything else waits.

Tracer Bullet Methodology

5-Layer Vertical Slice

A tracer bullet proves your game works end-to-end through all layers:

code
┌─────────────────────────────────────┐
│  Layer 1: INPUT                     │
│  Player presses button / clicks     │
├─────────────────────────────────────┤
│  Layer 2: CORE MECHANIC             │
│  Game responds (character jumps,    │
│  card plays, piece moves)           │
├─────────────────────────────────────┤
│  Layer 3: GAME STATE                │
│  World updates (health, position,   │
│  score, inventory)                  │
├─────────────────────────────────────┤
│  Layer 4: FEEDBACK                  │
│  Player sees/hears result (screen   │
│  shake, sound, animation)           │
├─────────────────────────────────────┤
│  Layer 5: OUTPUT / CONSEQUENCE      │
│  Game state creates new situation   │
│  (new challenge, reward, game over) │
└─────────────────────────────────────┘

Rule: Your first build should touch all 5 layers for ONE action. Don't build Layer 1 for all actions before starting Layer 2.

Tracer Bullet Examples

GenreTracer Bullet (First Build Target)
PlatformerPlayer runs and jumps on one platform, falls and respawns
RoguelikePlayer enters one room, fights one enemy, picks up one item
PuzzlePlayer manipulates one puzzle element, solves one puzzle
Tower DefensePlayer places one tower, one enemy walks the path
Card GamePlayer draws a hand, plays one card, sees its effect

What a Tracer Bullet is NOT

  • Not a polished demo (programmer art is fine)
  • Not feature-complete (one path through the game)
  • Not balanced (numbers can be wrong)
  • Not content-rich (one level, one enemy type, one item)

MoSCoW Prioritization for Games

Adapted from standard MoSCoW with game-specific criteria.

Must Have (MLP-blocking)

  • Core loop mechanics
  • One complete path from start to "one more round"
  • Minimum feedback (player knows what happened)
  • Win/loss or progress/regress state

Should Have (First update after MLP)

  • 2-3 content variations (enemy types, level layouts)
  • Basic progression (something carries over between sessions)
  • Audio feedback for core actions
  • Pause/resume

Could Have (Polish phase)

  • Settings menu
  • Multiple difficulty levels
  • Achievements/unlocks
  • Detailed tutorial

Won't Have (Not this project phase)

  • Multiplayer (unless it IS the core loop)
  • Level editor
  • Mod support
  • Localization

Scope Management

The 30% Rule

Whatever scope you think the MLP needs, cut 30%. Then you're close to right.

Why: First-time scoping for games is always optimistic because:

  • "Simple" mechanics have hidden complexity (collision, edge cases, feel)
  • Fun requires iteration time you didn't budget for
  • Integration between systems takes longer than building them separately
  • Playtest feedback will change your priorities

Ruthless Cutting Heuristics

Ask these questions about every feature. If any answer is "yes," cut it.

QuestionIf Yes → Cut
Can the core loop function without this?Cut
Is this adding content rather than mechanics?Defer
Does this require a new system/architecture?Cut from MLP
Am I adding this because other games have it?Cut
Would a player miss this in a 5-minute playtest?If no → Cut
Does this feature serve MY game's core loop?If no → Cut

Scope Creep Signals

Watch for these during planning:

  • "While we're at it, we could also..." → Stop. Separate issue.
  • "This would only take a day" → It won't. Defer it.
  • "Players expect this in [genre]" → Maybe. After MLP.
  • Feature list growing between planning sessions → Freeze and re-evaluate.
  • Excitement about a feature unrelated to core loop → Parking lot it.
  • "We need this for the trailer/demo" → Marketing scope ≠ MLP scope.
<details><summary>Genre-Specific Scoping Tips: Platformer</summary>

MLP must have: Run, jump, land on platforms, one hazard type, one level.

Common over-scope: Wall jump, double jump, dash, multiple worlds. Pick ONE movement verb beyond run+jump for MLP.

Tracer bullet: Character moves left/right, jumps, lands on a platform, falls into a pit, respawns.

Hidden complexity: Jump feel (coyote time, jump buffering, variable height) can consume as much time as building 5 levels. Budget for it.

</details> <details><summary>Genre-Specific Scoping Tips: Roguelike</summary>

MLP must have: One floor, one enemy type, one item/upgrade, permadeath + restart.

Common over-scope: Meta-progression, 10+ enemy types, complex inventory, procedural generation before fun is proven. Handcraft your first 3 rooms.

Tracer bullet: Enter room, fight enemy, pick up item, die, restart with nothing.

Hidden complexity: Procedural generation that feels good (not random) is a project unto itself. Use handcrafted rooms for MLP.

</details> <details><summary>Genre-Specific Scoping Tips: Puzzle Game</summary>

MLP must have: One puzzle mechanic, 5-10 handcrafted puzzles, clear win state per puzzle.

Common over-scope: Procedural puzzle generation, hint system, multiple mechanics in MLP.

Tracer bullet: Player sees puzzle, manipulates elements, puzzle solves, next puzzle loads.

Hidden complexity: Difficulty curves in puzzles require extensive playtesting. Your "easy" puzzle won't be easy for everyone.

</details> <details><summary>Genre-Specific Scoping Tips: Tower Defense</summary>

MLP must have: One enemy path, one tower type, waves, win/lose condition.

Common over-scope: Tech trees, multiple maps, hero units, special abilities.

Tracer bullet: Enemy walks path, player places tower, tower shoots enemy, enemy dies or reaches end.

Hidden complexity: Balancing tower cost vs enemy health vs wave difficulty is iterative. Don't try to get numbers right in planning.

</details>

Post-MLP Iteration Phases

PhaseFocusDuration Target
MLPCore loop + 3 featuresBuild as fast as possible
Fun PolishJuice, game feel, feedbackUntil core loop feels good
Content AlphaVariety (enemies, levels, items)Until 15-30 min play session
SystemsProgression, meta-game, savesUntil players want to return
Content BetaFull content pipelineUntil target play length
PolishUI, audio, accessibilityUntil shippable

Rule: Don't advance to the next phase until the current phase's goal is met. Especially don't skip Fun Polish.

Checklists

Before Scoping

  • Core loop defined in one sentence
  • Core loop validated with checklist above
  • Genre identified (affects scope expectations)
  • Target play session length defined (5 min? 30 min? 2 hours?)
  • Platform/input constraints known (keyboard? controller? touch?)
  • Solo dev or team? (drastically affects achievable scope)

Scope Review

  • MLP has ≤3 features beyond core loop
  • 30% rule applied (original scope reduced)
  • Every feature passes the cutting heuristics test
  • Tracer bullet target defined (first thing to build)
  • No features that require "new systems" to support
  • No content-heavy items in MLP (those come later)
  • Scope fits target timeline (be honest)
  • Playtest plan: who will test, when, what you're testing for

See Also

  • game-design-frameworks — MDA, core loop theory, player motivation (the "why" behind scoping decisions)
  • game-antipatterns — Common planning mistakes to avoid during scoping