Skill: stanestane/game-design-goal-framing (version 1.0.0)

--- name: game-design-goal-framing description: Turn 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 concept needs a stronger goal before ideation, evaluation, or prototyping. --- # Game Design Goal Framing Define what the feature is actually for. 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. Read `references/family-conventions.md` when you need the shared conventions for this GROW-derived skill family. ## What to produce Generate: 1. **Goal statement** - what the feature is meant to achieve 2. **Purpose** - why it should exist 3. **Fit** - how it connects to the rest of the game 4. **Success criteria** - player-facing and KPI-facing signals 5. **Constraints** - quality, scope, time, and resource limits ## Process ### 1. Clarify purpose Ask: - what problem does this solve - what player behavior should change - what player need or business need it serves ### 2. Check game fit Ask: - how it connects to existing loops and systems - what player expectations it should meet - what it must not break or dilute ### 3. Define success Use a SMART-style lens: - **Specific** - clear feature vision - **Measurable** - success signals or KPIs - **Attainable** - feasible with current constraints - **Relevant** - connected to strategy and player value - **Time-boxed** - aligned to a release or milestone ### 4. Write the framed goal Use a compact format such as: **Goal statement** We want to [player or business outcome] by introducing or changing [feature or system], measured by [signals], within [timeframe]. ## Response structure ### Goal Statement - ... ### Purpose - ... ### Fit with the Game - ... ### Success Criteria - ... ### Constraints - ... ## Fast mode - What is this feature for? - How should it help the player or the game? - What would success look like? - What constraints matter most? ## Working principle A feature without a clear goal is just a vague wish wearing design clothes.

path: references/family-conventions.md
content: # GROW-Derived Family Conventions

Use this family of skills as workflow tools for game design thinking and decision-making.

## Shared stance
- Prefer practical design movement over abstract theory.
- Keep outputs decision-oriented.
- Avoid pretending rough judgments are precise truths.
- When possible, distinguish player value, business value, implementation cost, risk, and strategic fit.
- Prefer several credible paths before commitment.
- Treat these skills as complements, not strict silos.

## How this skill family fits together
- **game-design-goal-framing**: clarify what the feature is for
- **game-design-option-generation**: expand the solution space
- **game-design-five-options**: force explicit comparison across several candidate paths
- **game-design-roadblock-reframing**: get unstuck when one blocker dominates thinking
- **game-design-ideal-outcome-backcasting**: work backward from the best believable future
- **game-design-transformative-reuse**: adapt or recombine what already exists
- **game-design-feature-prioritization**: choose what to do now, later, or not at all

## Recommendation
Start with the narrowest skill that matches the user's real need. If several apply, use them in sequence rather than collapsing everything into one bloated answer.

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