diff --git a/src/modules/bmb/workflows/create-workflow/instructions.md b/src/modules/bmb/workflows/create-workflow/instructions.md index 9ec93c76..2214a0fc 100644 --- a/src/modules/bmb/workflows/create-workflow/instructions.md +++ b/src/modules/bmb/workflows/create-workflow/instructions.md @@ -91,6 +91,27 @@ Work with user to outline the workflow steps: - Which steps should repeat? - What variables/outputs does each step produce? +What instruction style should this workflow favor? + +**1. Intent-Based (Recommended)** - Guide the LLM with goals and principles, let it adapt conversations naturally + +- More flexible and conversational +- LLM chooses appropriate questions based on context +- Better for complex discovery and iterative refinement +- Example: `Guide user to define their target audience with specific demographics and needs` + +**2. Prescriptive** - Provide exact wording for questions and options + +- More controlled and predictable +- Ensures consistency across runs +- Better for simple data collection or specific compliance needs +- Example: `What is your target platform? Choose: PC, Console, Mobile, Web` + +Note: Your choice will be the _primary_ style, but we'll use the other when it makes more sense for specific steps. + +Store instruction_style preference (intent-based or prescriptive) +Explain that both styles have value and will be mixed appropriately + Create a step outline with clear goals and outputs. @@ -188,6 +209,122 @@ Example usage in instructions: Hello {user_name}, the workflow is complete! ``` +Applying instruction style preference: + +Based on the {{instruction_style}} preference from Step 3, generate instructions using these patterns: + +**Intent-Based Instructions (Recommended for most workflows):** + +Focus on goals, principles, and desired outcomes. Let the LLM adapt the conversation naturally. + +✅ **Good Examples:** + +```xml + +Guide user to define their target audience with specific demographics, psychographics, and behavioral characteristics +Explore the user's vision for the product, asking probing questions to uncover core motivations and success criteria +Help user identify and prioritize key features based on user value and technical feasibility + + +Validate that the technical approach aligns with project constraints and team capabilities +Challenge assumptions about user needs and market fit with thought-provoking questions + + +Collaborate with user to refine the architecture, iterating until they're satisfied with the design +``` + +❌ **Avoid (too prescriptive):** + +```xml +What is your target audience age range? Choose: 18-24, 25-34, 35-44, 45+ +List exactly 3 key features in priority order +``` + +**When to use Intent-Based:** + +- Complex discovery processes (user research, requirements gathering) +- Creative brainstorming and ideation +- Iterative refinement workflows +- When user input quality matters more than consistency +- Workflows requiring adaptation to context + +**Prescriptive Instructions (Use selectively):** + +Provide exact wording, specific options, and controlled interactions. + +✅ **Good Examples:** + +```xml + +What is your target platform? Choose: PC, Console, Mobile, Web +Select monetization model: Premium, Free-to-Play, Subscription, Ad-Supported + + +Does this comply with GDPR requirements? [yes/no] +Choose documentation standard: JSDoc, TypeDoc, TSDoc + + +Do you want to generate test cases? [yes/no] +Include performance benchmarks? [yes/no] +``` + +❌ **Avoid (too rigid for complex tasks):** + +```xml +What are your product goals? List exactly 5 goals, each 10-15 words +Describe your user persona in exactly 3 sentences +``` + +**When to use Prescriptive:** + +- Simple data collection (platform, format, yes/no choices) +- Compliance verification and standards adherence +- Configuration with finite options +- When consistency is critical across all executions +- Quick setup wizards + +**Mixing Both Styles (Best Practice):** + +Even if user chose a primary style, use the other when appropriate: + +```xml + + + Explore the user's vision for their game, uncovering their creative intent and target experience + Ask probing questions about genre, themes, and emotional tone they want to convey + + + + What is your target platform? Choose: PC, Console, Mobile, Web + Select primary genre: Action, RPG, Strategy, Puzzle, Simulation, Other + + + + Guide user to articulate their core gameplay loop, exploring mechanics and player agency + Help them identify what makes their game unique and compelling + +``` + +**Guidelines for the chosen style:** + +If user chose **Intent-Based**: + +- Default to goal-oriented tags +- Use open-ended guidance language +- Save prescriptive tags for simple data/choices +- Focus on "guide", "explore", "help user", "validate" +- Allow LLM to adapt questions to user responses + +If user chose **Prescriptive**: + +- Default to explicit tags with clear options +- Use precise wording for consistency +- Save intent-based tags for complex discovery +- Focus on "choose", "select", "specify", "confirm" +- Provide structured choices when possible + +**Remember:** The goal is optimal human-AI collaboration. Use whichever style best serves the user at each step. + Save location: - Write to {{output_folder}}/instructions.md diff --git a/src/modules/bmm/workflows/1-analysis/game-brief/instructions.md b/src/modules/bmm/workflows/1-analysis/game-brief/instructions.md index cb9e01db..40fddd08 100644 --- a/src/modules/bmm/workflows/1-analysis/game-brief/instructions.md +++ b/src/modules/bmm/workflows/1-analysis/game-brief/instructions.md @@ -2,6 +2,7 @@ The workflow execution engine is governed by: {project-root}/bmad/core/tasks/workflow.xml You MUST have already loaded and processed: {installed_path}/workflow.yaml +Communicate all responses in {communication_language} @@ -34,33 +35,18 @@ What would you like to do? -Welcome the user to the Game Brief creation process -Explain this is a collaborative process to define their game vision -What is the working title for your game? +Welcome the user in {communication_language} to the Game Brief creation process +Explain this is a collaborative process to define their game vision, capturing the essence of what they want to create +Ask for the working title of their game game_name -Check what inputs the user has available: -Do you have any of these documents to help inform the brief? - -1. Market research or player data -2. Brainstorming results or game jam prototypes -3. Competitive game analysis -4. Initial game ideas or design notes -5. Reference games list -6. None - let's start fresh - -Please share any documents you have or select option 6. - -Load and analyze any provided documents -Extract key insights and themes from input documents - -Based on what you've shared (or if starting fresh), tell me: - -- What's the core gameplay experience you want to create? -- What emotion or feeling should players have? -- What sparked this game idea? +Explore what existing materials the user has available to inform the brief +Offer options for input sources: market research, brainstorming results, competitive analysis, design notes, reference games, or starting fresh +If documents are provided, load and analyze them to extract key insights, themes, and patterns +Engage the user about their core vision: what gameplay experience they want to create, what emotions players should feel, and what sparked this game idea +Build initial understanding through conversational exploration rather than rigid questioning initial_context @@ -78,22 +64,11 @@ Which approach works best for you? -Let's capture your game vision. - -**Core Concept** - What is your game in one sentence? -Example: "A roguelike deck-builder where you climb a mysterious spire" - -**Elevator Pitch** - Describe your game in 2-3 sentences as if pitching to a publisher or player. -Example: "Slay the Spire fuses card games and roguelikes together. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and kill the Spire." - -**Vision Statement** - What is the aspirational goal for this game? What experience do you want to create? -Example: "Create a deeply replayable tactical card game that rewards strategic thinking while maintaining the excitement of randomness. Every run should feel unique but fair." - -Your answers: - -Help refine the core concept to be clear and compelling -Ensure elevator pitch is concise but captures the hook -Guide vision statement to be aspirational but achievable +Guide user to articulate their game vision across three levels of depth +Help them craft a one-sentence core concept that captures the essence (reference successful games like "A roguelike deck-builder where you climb a mysterious spire" as examples) +Develop an elevator pitch (2-3 sentences) that would compel a publisher or player - refine until it's concise but hooks attention +Explore their aspirational vision statement: the experience they want to create and what makes it meaningful - ensure it's ambitious yet achievable +Refine through conversation, challenging vague language and elevating compelling ideas core_concept elevator_pitch @@ -101,32 +76,11 @@ Your answers: -Who will play your game? - -**Primary Audience:** - -- Age range -- Gaming experience level (casual, core, hardcore) -- Preferred genres -- Platform preferences -- Typical play session length -- Why will THIS game appeal to them? - -**Secondary Audience** (if applicable): - -- Who else might enjoy this game? -- How might their needs differ? - -**Market Context:** - -- What's the market opportunity? -- Are there similar successful games? -- What's the competitive landscape? -- Why is now the right time for this game? - -Push for specificity beyond "people who like fun games" -Help identify a realistic and reachable audience -Document market evidence or assumptions +Guide user to define their primary target audience with specific demographics, gaming preferences, and behavioral characteristics +Push for specificity beyond generic descriptions like "people who like fun games" - challenge vague answers +Explore secondary audiences if applicable and how their needs might differ +Investigate the market context: opportunity size, competitive landscape, similar successful games, and why now is the right time +Help identify a realistic and reachable audience segment based on evidence or well-reasoned assumptions primary_audience secondary_audience @@ -134,32 +88,12 @@ Your answers: -Let's define your core gameplay. - -**Core Gameplay Pillars (2-4 fundamental elements):** -These are the pillars that define your game. Everything should support these. -Examples: - -- "Tight controls + challenging combat + rewarding exploration" (Hollow Knight) -- "Emergent stories + survival tension + creative problem solving" (RimWorld) -- "Strategic depth + quick sessions + massive replayability" (Into the Breach) - -**Primary Mechanics:** -What does the player actually DO? - -- Core actions (jump, shoot, build, manage, etc.) -- Key systems (combat, resource management, progression, etc.) -- Interaction model (real-time, turn-based, etc.) - -**Player Experience Goals:** -What emotions and experiences are you designing for? -Examples: tension and relief, mastery and growth, creativity and expression, discovery and surprise - -Your game fundamentals: - -Ensure pillars are specific and measurable -Focus on player actions, not implementation details -Connect mechanics to emotional experience +Help user identify 2-4 core gameplay pillars that fundamentally define their game - everything should support these pillars +Provide examples from successful games for inspiration (Hollow Knight's "tight controls + challenging combat + rewarding exploration") +Explore what the player actually DOES - core actions, key systems, and interaction models +Define the emotional experience goals: what feelings are you designing for (tension/relief, mastery/growth, creativity/expression, discovery/surprise) +Ensure pillars are specific and measurable, focusing on player actions rather than implementation details +Connect mechanics directly to emotional experiences through guided discussion core_gameplay_pillars primary_mechanics @@ -167,46 +101,13 @@ Your game fundamentals: -Let's establish realistic constraints. - -**Target Platforms:** - -- PC (Steam, itch.io, Epic)? -- Console (which ones)? -- Mobile (iOS, Android)? -- Web browser? -- Priority order if multiple? - -**Development Timeline:** - -- Target release date or timeframe? -- Are there fixed deadlines (game jams, funding milestones)? -- Phased release (early access, beta)? - -**Budget Considerations:** - -- Self-funded, grant-funded, publisher-backed? -- Asset creation budget (art, audio, voice)? -- Marketing budget? -- Tools and software costs? - -**Team Resources:** - -- Team size and roles? -- Full-time or part-time? -- Skills available vs. skills needed? -- Outsourcing plans? - -**Technical Constraints:** - -- Engine preference or requirement? -- Performance targets (frame rate, load times)? -- File size limits? -- Accessibility requirements? - -Help user be realistic about scope -Identify potential blockers early -Document assumptions about resources +Help user establish realistic project constraints across all key dimensions +Explore target platforms and prioritization (PC, console, mobile, web) +Discuss development timeline: release targets, fixed deadlines, phased release strategies +Investigate budget reality: funding source, asset creation costs, marketing, tools and software +Assess team resources: size, roles, availability, skills gaps, outsourcing needs +Define technical constraints: engine choice, performance targets, file size limits, accessibility requirements +Push for realism about scope - identify potential blockers early and document resource assumptions target_platforms development_timeline @@ -216,34 +117,11 @@ Your game fundamentals: -Let's identify your reference games and position. - -**Inspiration Games:** -List 3-5 games that inspire this project. For each: - -- Game name -- What you're drawing from it (mechanic, feel, art style, etc.) -- What you're NOT taking from it - -**Competitive Analysis:** -What games are most similar to yours? - -- Direct competitors (very similar games) -- Indirect competitors (solve same player need differently) -- What they do well -- What they do poorly -- What your game will do differently - -**Key Differentiators:** -What makes your game unique? - -- What's your hook? -- Why will players choose your game over alternatives? -- What can you do that others can't or won't? - -Help identify genuine differentiation vs. "just better" -Look for specific, concrete differences -Validate differentiators are actually valuable to players +Guide user to identify 3-5 inspiration games and articulate what they're drawing from each (mechanics, feel, art style) and explicitly what they're NOT taking +Conduct competitive analysis: identify direct and indirect competitors, analyze what they do well and poorly, and define how this game will differ +Explore key differentiators and unique value proposition - what's the hook that makes players choose this game over alternatives +Challenge "just better" thinking - push for genuine, specific differentiation that's actually valuable to players +Validate that differentiators are concrete, achievable, and compelling inspiration_games competitive_analysis @@ -251,33 +129,11 @@ What makes your game unique? -Let's scope your content needs. - -**World and Setting:** - -- Where/when does your game take place? -- How much world-building is needed? -- Is narrative important (critical, supporting, minimal)? -- Real-world or fantasy/sci-fi? - -**Narrative Approach:** - -- Story-driven, story-light, or no story? -- Linear, branching, or emergent narrative? -- Cutscenes, dialogue, environmental storytelling? -- How much writing is needed? - -**Content Volume:** -Estimate the scope: - -- How long is a typical playthrough? -- How many levels/stages/areas? -- Replayability approach (procedural, unlocks, multiple paths)? -- Asset volume (characters, enemies, items, environments)? - -Help estimate content realistically -Identify if narrative workflow will be needed later -Flag content-heavy areas that need planning +Explore the game's world and setting: location, time period, world-building depth, narrative importance, and genre context +Define narrative approach: story-driven/light/absent, linear/branching/emergent, delivery methods (cutscenes, dialogue, environmental), writing scope +Estimate content volume realistically: playthrough length, level/stage count, replayability strategy, total asset volume +Identify if a dedicated narrative workflow will be needed later based on story complexity +Flag content-heavy areas that require detailed planning and resource allocation world_setting narrative_approach @@ -285,33 +141,11 @@ Estimate the scope: -What should your game look and sound like? - -**Visual Style:** - -- Art style (pixel art, low-poly, hand-drawn, realistic, etc.) -- Color palette and mood -- Reference images or games with similar aesthetics -- 2D or 3D? -- Animation requirements - -**Audio Style:** - -- Music genre and mood -- SFX approach (realistic, stylized, retro) -- Voice acting needs (full, partial, none)? -- Audio importance to gameplay (critical or supporting) - -**Production Approach:** - -- Creating assets in-house or outsourcing? -- Asset store usage? -- Generative/AI tools? -- Style complexity vs. team capability? - -Ensure art/audio vision aligns with budget and team skills -Identify potential production bottlenecks -Note if style guide will be needed +Explore visual style direction: art style preference, color palette and mood, reference games/images, 2D vs 3D, animation requirements +Define audio style: music genre and mood, SFX approach, voice acting scope, audio's importance to gameplay +Discuss production approach: in-house creation vs outsourcing, asset store usage, AI/generative tools, style complexity vs team capability +Ensure art and audio vision aligns realistically with budget and team skills - identify potential production bottlenecks early +Note if a comprehensive style guide will be needed for consistent production visual_style audio_style @@ -319,38 +153,11 @@ Estimate the scope: -Let's identify potential risks honestly. - -**Key Risks:** - -- What could prevent this game from being completed? -- What could make it not fun? -- What assumptions are you making that might be wrong? - -**Technical Challenges:** - -- Any unproven technical elements? -- Performance concerns? -- Platform-specific challenges? -- Middleware or tool dependencies? - -**Market Risks:** - -- Is the market saturated? -- Are you dependent on a trend or platform? -- Competition concerns? -- Discoverability challenges? - -**Mitigation Strategies:** -For each major risk, what's your plan? - -- How will you validate assumptions? -- What's the backup plan? -- Can you prototype risky elements early? - -Encourage honest risk assessment -Focus on actionable mitigation, not just worry -Prioritize risks by impact and likelihood +Facilitate honest risk assessment across all dimensions - what could prevent completion, what could make it unfun, what assumptions might be wrong +Identify technical challenges: unproven elements, performance concerns, platform-specific issues, tool dependencies +Explore market risks: saturation, trend dependency, competition intensity, discoverability challenges +For each major risk, develop actionable mitigation strategies - how to validate assumptions, backup plans, early prototyping opportunities +Prioritize risks by impact and likelihood, focusing on proactive mitigation rather than passive worry key_risks technical_challenges @@ -359,38 +166,11 @@ For each major risk, what's your plan? -What does success look like? - -**MVP Definition:** -What's the absolute minimum playable version? - -- Core loop must be fun and complete -- Essential content only -- What can be added later? -- When do you know MVP is "done"? - -**Success Metrics:** -How will you measure success? - -- Players acquired -- Retention rate (daily, weekly) -- Session length -- Completion rate -- Review scores -- Revenue targets (if commercial) -- Community engagement - -**Launch Goals:** -What are your concrete targets for launch? - -- Sales/downloads in first month? -- Review score target? -- Streamer/press coverage goals? -- Community size goals? - -Push for specific, measurable goals -Distinguish between MVP and full release -Ensure goals are realistic given resources +Define the MVP (Minimum Playable Version) - what's the absolute minimum where the core loop is fun and complete, with essential content only +Establish specific, measurable success metrics: player acquisition, retention rates, session length, completion rate, review scores, revenue targets, community engagement +Set concrete launch goals: first-month sales/downloads, review score targets, streamer/press coverage, community size +Push for specificity and measurability - challenge vague aspirations with "how will you measure that?" +Clearly distinguish between MVP milestones and full release goals, ensuring all targets are realistic given resources mvp_definition success_metrics @@ -398,36 +178,11 @@ What are your concrete targets for launch? -What needs to happen next? - -**Immediate Actions:** -What should you do right after this brief? - -- Prototype a core mechanic? -- Create art style test? -- Validate technical feasibility? -- Build vertical slice? -- Playtest with target audience? - -**Research Needs:** -What do you still need to learn? - -- Market validation? -- Technical proof of concept? -- Player interest testing? -- Competitive deep-dive? - -**Open Questions:** -What are you still uncertain about? - -- Design questions to resolve -- Technical unknowns -- Market validation needs -- Resource/budget questions - -Create actionable next steps -Prioritize by importance and dependency -Identify blockers that need resolution +Identify immediate actions to take right after this brief: prototype core mechanics, create art style tests, validate technical feasibility, build vertical slice, playtest with target audience +Determine research needs: market validation, technical proof of concept, player interest testing, competitive deep-dive +Document open questions and uncertainties: unresolved design questions, technical unknowns, market validation needs, resource/budget questions +Create actionable, specific next steps - prioritize by importance and dependency +Identify blockers that must be resolved before moving forward immediate_actions research_needs @@ -529,7 +284,8 @@ What are you still uncertain about? 1. Review the entire document 2. Make final adjustments -3. Save and prepare for GDD creation +3. Generate an executive summary version (3-page limit) +4. Save and prepare for GDD creation This brief will serve as the primary input for creating the Game Design Document (GDD). @@ -539,7 +295,12 @@ This brief will serve as the primary input for creating the Game Design Document - Proceed to GDD workflow: `workflow gdd` - Validate assumptions with target players +If user chooses option 3 (executive summary): +Create condensed 3-page executive brief focusing on: core concept, target market, gameplay pillars, key differentiators, and success criteria +Save as: {output_folder}/game-brief-executive-{{game_name}}-{{date}}.md + final_brief +executive_brief @@ -565,11 +326,11 @@ This brief will serve as the primary input for creating the Game Design Document - **{{date}}**: Completed game-brief workflow. Game brief document generated and saved. Next: Proceed to plan-project workflow to create Game Design Document (GDD). ``` -**✅ Game Brief Complete** +**✅ Game Brief Complete, {user_name}!** **Brief Document:** -- Game brief saved and ready for GDD creation +- Game brief saved to {output_folder}/game-brief-{{game_name}}-{{date}}.md **Status file updated:** @@ -588,11 +349,11 @@ Check status anytime with: `workflow-status` - **✅ Game Brief Complete** + **✅ Game Brief Complete, {user_name}!** **Brief Document:** -- Game brief saved and ready for GDD creation +- Game brief saved to {output_folder}/game-brief-{{game_name}}-{{date}}.md Note: Running in standalone mode (no status file). diff --git a/src/modules/bmm/workflows/1-analysis/game-brief/workflow.yaml b/src/modules/bmm/workflows/1-analysis/game-brief/workflow.yaml index 6e399d0c..1a7681b3 100644 --- a/src/modules/bmm/workflows/1-analysis/game-brief/workflow.yaml +++ b/src/modules/bmm/workflows/1-analysis/game-brief/workflow.yaml @@ -29,16 +29,15 @@ default_output_file: "{output_folder}/game-brief-{{game_name}}-{{date}}.md" # Workflow settings autonomous: false # This is an interactive workflow requiring user collaboration -brief_format: "comprehensive" # Options: "comprehensive" (full detail) or "executive" (3-page limit) web_bundle: name: "game-brief" description: "Interactive game brief creation workflow that guides users through defining their game vision with multiple input sources and conversational collaboration" author: "BMad" - instructions: "bmad/bmm/workflows/1-analysis/product-brief/instructions.md" - validation: "bmad/bmm/workflows/1-analysis/product-brief/checklist.md" + instructions: "bmad/bmm/workflows/1-analysis/game-brief/instructions.md" + validation: "bmad/bmm/workflows/1-analysis/game-brief/checklist.md" template: "bmad/bmm/workflows/1-analysis/game-brief/template.md" web_bundle_files: - - "bmad/bmm/workflows/1-analysis/game-brief/template.md" - "bmad/bmm/workflows/1-analysis/game-brief/instructions.md" - "bmad/bmm/workflows/1-analysis/game-brief/checklist.md" + - "bmad/bmm/workflows/1-analysis/game-brief/template.md" diff --git a/workflow-cleanup-progress.md b/workflow-cleanup-progress.md index 8ee35413..0ab66ae5 100644 --- a/workflow-cleanup-progress.md +++ b/workflow-cleanup-progress.md @@ -116,7 +116,7 @@ date: system-generated 3. ✅ design-thinking - Fixed: removed use_advanced_elicitation bloat, removed duplicate design_methods 4. ✅ innovation-strategy - Fixed: removed use_advanced_elicitation bloat, removed duplicate innovation_frameworks -**BMM Module (10/30 cleaned so far):** 5. ✅ brainstorm-game - Fixed: removed use_advanced_elicitation bloat 6. ✅ brainstorm-project - Fixed: removed use_advanced_elicitation bloat 7. ✅ game-brief - Fixed: removed use_advanced_elicitation bloat 8. ✅ product-brief - Fixed: removed use_advanced_elicitation bloat 9. ✅ research - Fixed: removed use_advanced_elicitation bloat 10. ✅ gdd - Fixed: removed use_advanced_elicitation bloat 11. ✅ narrative - Fixed: removed use_advanced_elicitation bloat 12. ✅ prd - Fixed: removed use_advanced_elicitation bloat 13. ✅ tech-spec (2-plan) - Fixed: removed use_advanced_elicitation bloat 14. ✅ ux - Fixed: removed use_advanced_elicitation bloat +**BMM Module (2/30 fully audited, 8/30 surface cleaned):** 5. ✅ **brainstorm-game** - FULL AUDIT: removed use_advanced_elicitation bloat, restored existing_workflows (critical), added {communication_language} and {user_name} 6. ✅ **brainstorm-project** - FULL AUDIT: removed use_advanced_elicitation bloat, restored existing_workflows (critical), added {communication_language} and {user_name} 7. ⚠️ game-brief - Surface clean only: removed use_advanced_elicitation bloat (needs full audit) 8. ⚠️ product-brief - Surface clean only: removed use_advanced_elicitation bloat (needs full audit) 9. ⚠️ research - Surface clean only: removed use_advanced_elicitation bloat (needs full audit) 10. ⚠️ gdd - Surface clean only: removed use_advanced_elicitation bloat (needs full audit) 11. ⚠️ narrative - Surface clean only: removed use_advanced_elicitation bloat (needs full audit) 12. ⚠️ prd - Surface clean only: removed use_advanced_elicitation bloat (needs full audit) 13. ⚠️ tech-spec (2-plan) - Surface clean only: removed use_advanced_elicitation bloat (needs full audit) 14. ⚠️ ux - Surface clean only: removed use_advanced_elicitation bloat (needs full audit) **Common Issues Found:** @@ -151,6 +151,68 @@ date: system-generated 7. Comprehensive audit report generation 8. Integration with edit-workflow for fixes +### 2025-10-16: Added Instruction Style Philosophy to create-workflow + +- **Enhancement:** Added comprehensive guidance on intent-based vs prescriptive instruction patterns +- **Location:** `/src/modules/bmb/workflows/create-workflow/instructions.md` Step 5 +- **Changes:** + - Added instruction style choice in Step 3 (intent-based vs prescriptive) + - Added 100+ line section in Step 5 with examples and best practices + - Documented when to use each style and how to mix both effectively + - Provided clear "good" and "bad" examples for each pattern + - Emphasized goal-oriented collaboration over rigid prescriptive wording + +**Key Philosophy Shift:** + +- **Intent-Based (Recommended):** Guide LLM with goals and principles, let it adapt conversations naturally + - Better for complex discovery, creative work, iterative refinement + - Example: `Guide user to define their target audience with specific demographics and needs` + +- **Prescriptive (Selective Use):** Provide exact wording for questions and options + - Better for simple data collection, compliance, binary choices + - Example: `What is your target platform? Choose: PC, Console, Mobile, Web` + +**Impact:** Future workflows will be more conversational and adaptive, improving human-AI collaboration quality + +### 2025-10-16: Transformed game-brief to Intent-Based Style + +- **Transformation:** Converted game-brief from prescriptive to intent-based instructions +- **Location:** `/src/modules/bmm/workflows/1-analysis/game-brief/instructions.md` +- **Results:** + - **Before:** 617 lines (heavily prescriptive with hardcoded question templates) + - **After:** 370 lines (intent-based with goal-oriented guidance) + - **Reduction:** 247 lines removed (40% reduction) + +**Changes Made:** + +- Step 1: Converted hardcoded "What is the working title?" to intent-based "Ask for the working title" +- Step 1b: Transformed 7 prescriptive bullet points to 5 action-based guidance lines +- Steps 3-12 (Interactive Mode): Replaced massive blocks with compact guidance + - Step 4 (Target Market): 31 lines → 8 lines + - Step 5 (Game Fundamentals): 33 lines → 10 lines + - Step 6 (Scope/Constraints): 47 lines → 11 lines + - Step 7 (Reference Framework): 33 lines → 8 lines + - Step 8 (Content Framework): 32 lines → 9 lines + - Step 9 (Art/Audio): 32 lines → 8 lines + - Step 10 (Risks): 38 lines → 9 lines + - Step 11 (Success): 37 lines → 9 lines + - Step 12 (Next Steps): 35 lines → 9 lines + +**Pattern Applied:** + +- **Old (Prescriptive):** `Who will play your game? **Primary Audience:** - Age range - Gaming experience level...` +- **New (Intent-Based):** `Guide user to define their primary target audience with specific demographics, gaming preferences, and behavioral characteristics` + +**Benefits:** + +- More conversational and adaptive LLM behavior +- Cleaner, more maintainable instructions +- Better human-AI collaboration +- LLM can adapt questions to user context naturally +- Demonstrates the philosophy shift documented in create-workflow + +**This serves as the reference implementation for converting prescriptive workflows to intent-based style.** + --- ## Summary Statistics