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) | |
|---|---|---|
| Goal | Validate market fit | Validate fun |
| Success metric | Users complete task | Players choose to keep playing |
| Core question | "Does it work?" | "Is it fun?" |
| Minimum bar | Functional | Enjoyable |
| What to cut | Non-essential features | Anything 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]."
| Genre | Example Core Loop |
|---|---|
| Platformer | Jump through obstacles → reach checkpoint → unlock new area |
| Roguelike | Enter room → fight enemies → collect upgrades → go deeper |
| Puzzle | Observe pattern → manipulate pieces → solve → get harder puzzle |
| Tower Defense | Analyze wave → place towers → survive → earn currency → upgrade |
| Farming Sim | Plant crops → tend/wait → harvest → sell → buy better seeds |
| Card Game | Draw 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:
- •Define the core loop (non-negotiable, not counted as a feature)
- •List every feature you want
- •For each feature, ask: "Does this make the core loop more fun?"
- •Rank by impact on core loop fun
- •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 Level | Description | Example (Roguelike) |
|---|---|---|
| Core | Loop doesn't work without it | Combat system |
| Amplifier | Makes core loop significantly more fun | Upgrade selection between rooms |
| Enhancer | Adds variety/polish | Different enemy types |
| Content | More of the same | Additional levels |
| Cosmetic | Visual/audio polish | Particle 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:
┌─────────────────────────────────────┐ │ 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
| Genre | Tracer Bullet (First Build Target) |
|---|---|
| Platformer | Player runs and jumps on one platform, falls and respawns |
| Roguelike | Player enters one room, fights one enemy, picks up one item |
| Puzzle | Player manipulates one puzzle element, solves one puzzle |
| Tower Defense | Player places one tower, one enemy walks the path |
| Card Game | Player 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.
| Question | If 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.
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
| Phase | Focus | Duration Target |
|---|---|---|
| MLP | Core loop + 3 features | Build as fast as possible |
| Fun Polish | Juice, game feel, feedback | Until core loop feels good |
| Content Alpha | Variety (enemies, levels, items) | Until 15-30 min play session |
| Systems | Progression, meta-game, saves | Until players want to return |
| Content Beta | Full content pipeline | Until target play length |
| Polish | UI, audio, accessibility | Until 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