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Game Design Foundation

Purpose and ownership​

Define a recurring playable experience rather than a catalogue of gear.

Player verbs, loop, interaction/state models, progression, reward, challenge, feedback, failure/recovery and accessibility. Applies to games.

Questions​

What does the player repeatedly do? Which facts can be learned, changed or lost? How do actions deliver story?

Inputs and outputs​

Inputs: Creative Direction, relevant Setting Rules, prototype observations and accessibility constraints.

Outputs: Verb/state contracts, loop and progression principles, feedback and recovery criteria.

Prerequisites​

Creative Direction and applicable fictional limits; coordinate agency with Narrative.

Stability and evolution​

Keep stable: Core loop, supported actions and state meanings assumed by content.

Can evolve: Tunable values and instances within supported systems.

Reusable rules​

Define action → state change → feedback → consequence, including failure. Distinguish a verb from its item instance. Test the loop with placeholder content before multiplying assets. Narrative outcomes must map to supported behavior.

Acceptance test​

Can different quests or items use the same contract with understandable consequences?