$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-goal-framingTurn a vague feature idea or design direction into a clear game design goal with purpose, scope, fit, success criteria, and constraints. Use when a feature sounds promising but fuzzy, when a team cannot explain why something should exist, when success is unclear, or when a concep
| 1 | # Game Design Goal Framing |
| 2 | |
| 3 | Define what the feature is actually for. |
| 4 | |
| 5 | Use this skill to sharpen a game design idea into a clear goal statement. The aim is to prevent fuzzy concepts, circular design discussion, and features that exist without a real reason. Keep the framing practical and explicit. |
| 6 | |
| 7 | Read `references/family-conventions.md` when you need the shared conventions for this GROW-derived skill family. |
| 8 | |
| 9 | ## What to produce |
| 10 | |
| 11 | Generate: |
| 12 | 1. **Goal statement** - what the feature is meant to achieve |
| 13 | 2. **Purpose** - why it should exist |
| 14 | 3. **Fit** - how it connects to the rest of the game |
| 15 | 4. **Success criteria** - player-facing and KPI-facing signals |
| 16 | 5. **Constraints** - quality, scope, time, and resource limits |
| 17 | |
| 18 | ## Process |
| 19 | |
| 20 | ### 1. Clarify purpose |
| 21 | Ask: |
| 22 | - what problem does this solve |
| 23 | - what player behavior should change |
| 24 | - what player need or business need it serves |
| 25 | |
| 26 | ### 2. Check game fit |
| 27 | Ask: |
| 28 | - how it connects to existing loops and systems |
| 29 | - what player expectations it should meet |
| 30 | - what it must not break or dilute |
| 31 | |
| 32 | ### 3. Define success |
| 33 | Use a SMART-style lens: |
| 34 | - **Specific** - clear feature vision |
| 35 | - **Measurable** - success signals or KPIs |
| 36 | - **Attainable** - feasible with current constraints |
| 37 | - **Relevant** - connected to strategy and player value |
| 38 | - **Time-boxed** - aligned to a release or milestone |
| 39 | |
| 40 | ### 4. Write the framed goal |
| 41 | Use a compact format such as: |
| 42 | |
| 43 | **Goal statement** |
| 44 | We want to [player or business outcome] by introducing or changing [feature or system], measured by [signals], within [timeframe]. |
| 45 | |
| 46 | ## Response structure |
| 47 | |
| 48 | ### Goal Statement |
| 49 | - ... |
| 50 | |
| 51 | ### Purpose |
| 52 | - ... |
| 53 | |
| 54 | ### Fit with the Game |
| 55 | - ... |
| 56 | |
| 57 | ### Success Criteria |
| 58 | - ... |
| 59 | |
| 60 | ### Constraints |
| 61 | - ... |
| 62 | |
| 63 | ## Fast mode |
| 64 | - What is this feature for? |
| 65 | - How should it help the player or the game? |
| 66 | - What would success look like? |
| 67 | - What constraints matter most? |
| 68 | |
| 69 | ## Working principle |
| 70 | |
| 71 | A feature without a clear goal is just a vague wish wearing design clothes. |