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feat(bmgd): comprehensive BMGD module upgrade (#1151) * feat(bmgd): comprehensive BMGD module upgrade ## New Agents - **Game QA (GLaDOS)**: Game QA Architect + Test Automation Specialist - Engine-specific testing (Unity, Unreal, Godot) - Knowledge base with 15+ testing topics - Workflows: test-framework, test-design, automate, playtest-plan, performance-test, test-review - **Game Solo Dev (Indie)**: Elite Indie Game Developer + Quick Flow Specialist - Rapid prototyping and iteration focused - Quick-flow workflows for solo/small team development ## Production Workflow Alignment Aligned BMGD 4-production workflows with BMM 4-implementation: ### Removed Obsolete Workflows - story-done (merged into dev-story) - story-ready (merged into create-story) - story-context (merged into create-story) - epic-tech-context (no longer separate workflow) ### Added Workflows - sprint-status: View sprint progress, surface risks, recommend next action ### Updated Workflows (now standalone, copied from BMM) - code-review: Adversarial review with instructions.xml - correct-course: Sprint change management - create-story: Direct ready-for-dev marking - dev-story: TDD implementation with instructions.xml - retrospective: Epic completion review - sprint-planning: Sprint status generation ## Game Testing Architecture (gametest/) New knowledge base for game-specific testing: - qa-index.csv: Knowledge fragment index - 15 knowledge files covering: - Engine-specific: Unity, Unreal, Godot testing - Game-specific: Playtesting, balance, save systems, multiplayer - Platform: Certification (TRC/XR), localization, input - General QA: Automation, performance, regression, smoke tests ## Quick-Flow Workflows (bmgd-quick-flow/) - quick-prototype: Rapid mechanic testing - quick-dev: Flexible feature implementation ## Documentation Complete documentation suite in docs/: - README.md: Documentation index - quick-start.md: Getting started guide - agents-guide.md: All 6 agents reference - workflows-guide.md: Complete workflow reference - quick-flow-guide.md: Rapid development guide - game-types-guide.md: 24 game type templates - glossary.md: Game dev terminology - troubleshooting.md: Common issues ## Teams & Installer - Updated team-gamedev.yaml with all 6 agents and workflows - Updated default-party.csv with Game QA and Game Solo Dev - Created _module-installer/ with: - installer.js: Creates directories, logs engine selection - platform-specifics/: Claude Code and Windsurf handlers ## Agent Updates All agents now reference standalone BMGD workflows: - game-architect: correct-course → BMGD - game-dev: dev-story, code-review → BMGD - game-scrum-master: All production workflows → BMGD - game-solo-dev: code-review → BMGD ## Module Configuration - Added sprint_artifacts alias for workflow compatibility - All workflows use bmgd/config.yaml * fix(bmgd): update sprint-status workflow to reference bmgd instead of bmm Replace all /bmad:bmm:workflows references with /bmad:bmgd:workflows in the sprint-status workflow instructions. * feat(bmgd): add workflow-status and create-tech-spec workflows Add BMGD-native workflow-status and create-tech-spec workflows, replacing all BMM references with BMGD paths. ## New Workflows ### workflow-status - Multi-mode status checker for game projects - Game-specific project levels (Game Jam → AAA) - Workflow paths: gamedev-greenfield, gamedev-brownfield, quickflow-greenfield, quickflow-brownfield - Init workflow for new game project setup ### create-tech-spec - Game-focused spec engineering workflow - Engine-aware (Unity/Unreal/Godot) - Performance and gameplay feel considerations ## Agent Updates Updated all BMGD agents to reference BMGD workflows: - game-architect, game-designer, game-dev, game-qa, game-scrum-master, game-solo-dev All agents now use /bmad:bmgd:workflows instead of /bmad:bmm:workflows * fix(bmgd): address PR review findings and enhance playtesting docs ## PR Review Fixes (F1-F20) ### Configuration & Naming - F1: Changed user_skill_level to game_dev_experience in module.yaml - F3: Renamed gametest/framework to gametest/test-framework ### Cleanup - F2: Deleted 4 orphaned root-level template files - F6: Removed duplicate code block in create-story/instructions.xml - F9: Removed trailing empty line from qa-index.csv - F20: Deleted orphaned docs/unnamed.jpg ### Installer Improvements - F7: Simplified platform handler stubs (removed unused code) - F8: Added return value checking for platform handlers - F13: Added path traversal validation (isWithinProjectRoot) - F18: Added type validation for config string values ### Agent Fixes - F10: Added workflow-status and advanced-elicitation to game-solo-dev - F12: Fixed "GOTO step 2a" → "GOTO step 2" references - F14: Removed duplicate project-context.md from principles in 5 agents ### Workflow Updates - F17: Added input_file_patterns to playtest-plan workflow ### Documentation - F4-F5: Updated quick-start.md with 6 agents and fixed table - Updated workflows-guide.md with test-framework reference ### Knowledge Base Updates (from earlier CodeRabbit comments) - Updated unity-testing.md to Test Framework 1.6.0 - Fixed unreal-testing.md (MarkAsGarbage, UnrealEditor.exe) - Added FVerifyPlayerMoved note to smoke-testing.md - Fixed certification-testing.md table formatting ### Playtesting Documentation Enhancement - Added "Playtesting by Game Type" section (7 genres) - Added "Processing Feedback Effectively" section - Expanded from ~138 to ~340 lines * refactor(bmgd): use exec for step-file workflows and multi format Update agent menu items to use correct notation for step-file workflows: **game-designer.agent.yaml:** - Convert 4 step-file workflows to multi format with shortcodes: - [BG] brainstorm-game - [GB] create-game-brief - [GDD] create-gdd - [ND] narrative - Changed from workflow: .yaml to exec: .md **game-architect.agent.yaml:** - Changed create-architecture from workflow: to exec: with workflow.md --------- Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2025-12-17 00:33:22 -06:00
---
name: 'step-06-mechanics'
description: 'Define primary game mechanics and control schemes'
# Path Definitions
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
# File References
thisStepFile: '{workflow_path}/steps/step-06-mechanics.md'
nextStepFile: '{workflow_path}/steps/step-07-game-type.md'
workflowFile: '{workflow_path}/workflow.md'
outputFile: '{output_folder}/gdd.md'
# Task References
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
feat(bmgd): comprehensive BMGD module upgrade (#1151) * feat(bmgd): comprehensive BMGD module upgrade ## New Agents - **Game QA (GLaDOS)**: Game QA Architect + Test Automation Specialist - Engine-specific testing (Unity, Unreal, Godot) - Knowledge base with 15+ testing topics - Workflows: test-framework, test-design, automate, playtest-plan, performance-test, test-review - **Game Solo Dev (Indie)**: Elite Indie Game Developer + Quick Flow Specialist - Rapid prototyping and iteration focused - Quick-flow workflows for solo/small team development ## Production Workflow Alignment Aligned BMGD 4-production workflows with BMM 4-implementation: ### Removed Obsolete Workflows - story-done (merged into dev-story) - story-ready (merged into create-story) - story-context (merged into create-story) - epic-tech-context (no longer separate workflow) ### Added Workflows - sprint-status: View sprint progress, surface risks, recommend next action ### Updated Workflows (now standalone, copied from BMM) - code-review: Adversarial review with instructions.xml - correct-course: Sprint change management - create-story: Direct ready-for-dev marking - dev-story: TDD implementation with instructions.xml - retrospective: Epic completion review - sprint-planning: Sprint status generation ## Game Testing Architecture (gametest/) New knowledge base for game-specific testing: - qa-index.csv: Knowledge fragment index - 15 knowledge files covering: - Engine-specific: Unity, Unreal, Godot testing - Game-specific: Playtesting, balance, save systems, multiplayer - Platform: Certification (TRC/XR), localization, input - General QA: Automation, performance, regression, smoke tests ## Quick-Flow Workflows (bmgd-quick-flow/) - quick-prototype: Rapid mechanic testing - quick-dev: Flexible feature implementation ## Documentation Complete documentation suite in docs/: - README.md: Documentation index - quick-start.md: Getting started guide - agents-guide.md: All 6 agents reference - workflows-guide.md: Complete workflow reference - quick-flow-guide.md: Rapid development guide - game-types-guide.md: 24 game type templates - glossary.md: Game dev terminology - troubleshooting.md: Common issues ## Teams & Installer - Updated team-gamedev.yaml with all 6 agents and workflows - Updated default-party.csv with Game QA and Game Solo Dev - Created _module-installer/ with: - installer.js: Creates directories, logs engine selection - platform-specifics/: Claude Code and Windsurf handlers ## Agent Updates All agents now reference standalone BMGD workflows: - game-architect: correct-course → BMGD - game-dev: dev-story, code-review → BMGD - game-scrum-master: All production workflows → BMGD - game-solo-dev: code-review → BMGD ## Module Configuration - Added sprint_artifacts alias for workflow compatibility - All workflows use bmgd/config.yaml * fix(bmgd): update sprint-status workflow to reference bmgd instead of bmm Replace all /bmad:bmm:workflows references with /bmad:bmgd:workflows in the sprint-status workflow instructions. * feat(bmgd): add workflow-status and create-tech-spec workflows Add BMGD-native workflow-status and create-tech-spec workflows, replacing all BMM references with BMGD paths. ## New Workflows ### workflow-status - Multi-mode status checker for game projects - Game-specific project levels (Game Jam → AAA) - Workflow paths: gamedev-greenfield, gamedev-brownfield, quickflow-greenfield, quickflow-brownfield - Init workflow for new game project setup ### create-tech-spec - Game-focused spec engineering workflow - Engine-aware (Unity/Unreal/Godot) - Performance and gameplay feel considerations ## Agent Updates Updated all BMGD agents to reference BMGD workflows: - game-architect, game-designer, game-dev, game-qa, game-scrum-master, game-solo-dev All agents now use /bmad:bmgd:workflows instead of /bmad:bmm:workflows * fix(bmgd): address PR review findings and enhance playtesting docs ## PR Review Fixes (F1-F20) ### Configuration & Naming - F1: Changed user_skill_level to game_dev_experience in module.yaml - F3: Renamed gametest/framework to gametest/test-framework ### Cleanup - F2: Deleted 4 orphaned root-level template files - F6: Removed duplicate code block in create-story/instructions.xml - F9: Removed trailing empty line from qa-index.csv - F20: Deleted orphaned docs/unnamed.jpg ### Installer Improvements - F7: Simplified platform handler stubs (removed unused code) - F8: Added return value checking for platform handlers - F13: Added path traversal validation (isWithinProjectRoot) - F18: Added type validation for config string values ### Agent Fixes - F10: Added workflow-status and advanced-elicitation to game-solo-dev - F12: Fixed "GOTO step 2a" → "GOTO step 2" references - F14: Removed duplicate project-context.md from principles in 5 agents ### Workflow Updates - F17: Added input_file_patterns to playtest-plan workflow ### Documentation - F4-F5: Updated quick-start.md with 6 agents and fixed table - Updated workflows-guide.md with test-framework reference ### Knowledge Base Updates (from earlier CodeRabbit comments) - Updated unity-testing.md to Test Framework 1.6.0 - Fixed unreal-testing.md (MarkAsGarbage, UnrealEditor.exe) - Added FVerifyPlayerMoved note to smoke-testing.md - Fixed certification-testing.md table formatting ### Playtesting Documentation Enhancement - Added "Playtesting by Game Type" section (7 genres) - Added "Processing Feedback Effectively" section - Expanded from ~138 to ~340 lines * refactor(bmgd): use exec for step-file workflows and multi format Update agent menu items to use correct notation for step-file workflows: **game-designer.agent.yaml:** - Convert 4 step-file workflows to multi format with shortcodes: - [BG] brainstorm-game - [GB] create-game-brief - [GDD] create-gdd - [ND] narrative - Changed from workflow: .yaml to exec: .md **game-architect.agent.yaml:** - Changed create-architecture from workflow: to exec: with workflow.md --------- Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2025-12-17 00:33:22 -06:00
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
---
# Step 6: Game Mechanics
**Progress: Step 6 of 14** - Next: Game Type Specifics
## STEP GOAL:
Define the primary game mechanics that players interact with and the control scheme/input methods for the target platform(s).
## MANDATORY EXECUTION RULES (READ FIRST):
### Universal Rules:
- NEVER generate content without user input
- CRITICAL: Read the complete step file before taking any action
- CRITICAL: When loading next step with 'C', ensure entire file is read
- YOU ARE A FACILITATOR, not a content generator
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
feat(bmgd): comprehensive BMGD module upgrade (#1151) * feat(bmgd): comprehensive BMGD module upgrade ## New Agents - **Game QA (GLaDOS)**: Game QA Architect + Test Automation Specialist - Engine-specific testing (Unity, Unreal, Godot) - Knowledge base with 15+ testing topics - Workflows: test-framework, test-design, automate, playtest-plan, performance-test, test-review - **Game Solo Dev (Indie)**: Elite Indie Game Developer + Quick Flow Specialist - Rapid prototyping and iteration focused - Quick-flow workflows for solo/small team development ## Production Workflow Alignment Aligned BMGD 4-production workflows with BMM 4-implementation: ### Removed Obsolete Workflows - story-done (merged into dev-story) - story-ready (merged into create-story) - story-context (merged into create-story) - epic-tech-context (no longer separate workflow) ### Added Workflows - sprint-status: View sprint progress, surface risks, recommend next action ### Updated Workflows (now standalone, copied from BMM) - code-review: Adversarial review with instructions.xml - correct-course: Sprint change management - create-story: Direct ready-for-dev marking - dev-story: TDD implementation with instructions.xml - retrospective: Epic completion review - sprint-planning: Sprint status generation ## Game Testing Architecture (gametest/) New knowledge base for game-specific testing: - qa-index.csv: Knowledge fragment index - 15 knowledge files covering: - Engine-specific: Unity, Unreal, Godot testing - Game-specific: Playtesting, balance, save systems, multiplayer - Platform: Certification (TRC/XR), localization, input - General QA: Automation, performance, regression, smoke tests ## Quick-Flow Workflows (bmgd-quick-flow/) - quick-prototype: Rapid mechanic testing - quick-dev: Flexible feature implementation ## Documentation Complete documentation suite in docs/: - README.md: Documentation index - quick-start.md: Getting started guide - agents-guide.md: All 6 agents reference - workflows-guide.md: Complete workflow reference - quick-flow-guide.md: Rapid development guide - game-types-guide.md: 24 game type templates - glossary.md: Game dev terminology - troubleshooting.md: Common issues ## Teams & Installer - Updated team-gamedev.yaml with all 6 agents and workflows - Updated default-party.csv with Game QA and Game Solo Dev - Created _module-installer/ with: - installer.js: Creates directories, logs engine selection - platform-specifics/: Claude Code and Windsurf handlers ## Agent Updates All agents now reference standalone BMGD workflows: - game-architect: correct-course → BMGD - game-dev: dev-story, code-review → BMGD - game-scrum-master: All production workflows → BMGD - game-solo-dev: code-review → BMGD ## Module Configuration - Added sprint_artifacts alias for workflow compatibility - All workflows use bmgd/config.yaml * fix(bmgd): update sprint-status workflow to reference bmgd instead of bmm Replace all /bmad:bmm:workflows references with /bmad:bmgd:workflows in the sprint-status workflow instructions. * feat(bmgd): add workflow-status and create-tech-spec workflows Add BMGD-native workflow-status and create-tech-spec workflows, replacing all BMM references with BMGD paths. ## New Workflows ### workflow-status - Multi-mode status checker for game projects - Game-specific project levels (Game Jam → AAA) - Workflow paths: gamedev-greenfield, gamedev-brownfield, quickflow-greenfield, quickflow-brownfield - Init workflow for new game project setup ### create-tech-spec - Game-focused spec engineering workflow - Engine-aware (Unity/Unreal/Godot) - Performance and gameplay feel considerations ## Agent Updates Updated all BMGD agents to reference BMGD workflows: - game-architect, game-designer, game-dev, game-qa, game-scrum-master, game-solo-dev All agents now use /bmad:bmgd:workflows instead of /bmad:bmm:workflows * fix(bmgd): address PR review findings and enhance playtesting docs ## PR Review Fixes (F1-F20) ### Configuration & Naming - F1: Changed user_skill_level to game_dev_experience in module.yaml - F3: Renamed gametest/framework to gametest/test-framework ### Cleanup - F2: Deleted 4 orphaned root-level template files - F6: Removed duplicate code block in create-story/instructions.xml - F9: Removed trailing empty line from qa-index.csv - F20: Deleted orphaned docs/unnamed.jpg ### Installer Improvements - F7: Simplified platform handler stubs (removed unused code) - F8: Added return value checking for platform handlers - F13: Added path traversal validation (isWithinProjectRoot) - F18: Added type validation for config string values ### Agent Fixes - F10: Added workflow-status and advanced-elicitation to game-solo-dev - F12: Fixed "GOTO step 2a" → "GOTO step 2" references - F14: Removed duplicate project-context.md from principles in 5 agents ### Workflow Updates - F17: Added input_file_patterns to playtest-plan workflow ### Documentation - F4-F5: Updated quick-start.md with 6 agents and fixed table - Updated workflows-guide.md with test-framework reference ### Knowledge Base Updates (from earlier CodeRabbit comments) - Updated unity-testing.md to Test Framework 1.6.0 - Fixed unreal-testing.md (MarkAsGarbage, UnrealEditor.exe) - Added FVerifyPlayerMoved note to smoke-testing.md - Fixed certification-testing.md table formatting ### Playtesting Documentation Enhancement - Added "Playtesting by Game Type" section (7 genres) - Added "Processing Feedback Effectively" section - Expanded from ~138 to ~340 lines * refactor(bmgd): use exec for step-file workflows and multi format Update agent menu items to use correct notation for step-file workflows: **game-designer.agent.yaml:** - Convert 4 step-file workflows to multi format with shortcodes: - [BG] brainstorm-game - [GB] create-game-brief - [GDD] create-gdd - [ND] narrative - Changed from workflow: .yaml to exec: .md **game-architect.agent.yaml:** - Changed create-architecture from workflow: to exec: with workflow.md --------- Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2025-12-17 00:33:22 -06:00
### Role Reinforcement:
- You are a veteran game designer facilitator collaborating with a creative peer
- Mechanics must serve the pillars and core loop defined in step 5
- Controls must work for the target platform defined in step 3
### Step-Specific Rules:
- Focus on moment-to-moment player interactions
- FORBIDDEN to generate mechanics without real user input
- Challenge: Does each mechanic serve a pillar?
- Approach: Start with verbs - what does the player DO?
## EXECUTION PROTOCOLS:
- Show your analysis before taking any action
- Present A/P/C menu after generating content
- ONLY save when user chooses C (Continue)
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6]` before loading next step
- FORBIDDEN to load next step until C is selected
## COLLABORATION MENUS (A/P/C):
- **A (Advanced Elicitation)**: Deep dive into mechanic interactions and edge cases
- **P (Party Mode)**: Test mechanic clarity with multiple perspectives
- **C (Continue)**: Save the content to the document and proceed to next step
## CONTEXT BOUNDARIES:
- All previous context available (especially pillars and platform)
- Mechanics are the building blocks of gameplay
- Controls must feel good on target platform(s)
## Sequence of Instructions (Do not deviate, skip, or optimize)
### 1. Primary Mechanics Discovery
**Guide user through mechanics definition:**
"Let's define the primary mechanics - the core actions players perform to engage with your game.
**Mechanics Framework:**
Think in terms of VERBS - what does the player DO?
| Mechanic Category | Example Verbs |
| ----------------- | ---------------------------------------- |
| **Movement** | Run, jump, dash, climb, swim, fly |
| **Combat** | Attack, block, dodge, parry, aim, shoot |
| **Interaction** | Talk, pickup, use, craft, build, destroy |
| **Resource** | Collect, spend, trade, manage, invest |
| **Information** | Discover, read, scan, analyze, remember |
| **Social** | Cooperate, compete, trade, communicate |
**For {{game_type}} games, key mechanics typically include:**
{typical_mechanics_for_game_type}
**Your core loop is:** {{core_loop}}
**Your pillars are:** {{pillars}}
**Questions to consider:**
1. What are the 3-5 most important things players do?
2. Which mechanics support which pillars?
3. How do mechanics combine or interact?
What are the primary mechanics in {{game_name}}?"
### 2. Mechanics Deep Dive
**For each mechanic identified, ask:**
"Let's detail **{{mechanic_name}}**:
- **When does the player use this?** (constantly, situationally, rarely)
- **What skill does it test?** (timing, positioning, strategy, knowledge)
- **How does it feel?** (snappy, weighty, floaty, precise)
- **How does it progress?** (unlocks, upgrades, mastery)
- **How does it interact with other mechanics?**"
### 3. Controls Discovery
**Guide user through control scheme definition:**
"Now let's map these mechanics to controls for {{primary_platform}}.
**Control Considerations:**
| Platform | Key Considerations |
| ----------- | ------------------------------------------------------------------ |
| **PC** | Keyboard/mouse precision, rebindable keys, many available inputs |
| **Console** | Limited buttons, shoulder triggers, stick deadzone, rumble |
| **Mobile** | Touch targets, gesture clarity, screen real estate, one-hand play? |
| **VR** | Motion control, tracked hands, comfort, physical space |
**Control Design Principles:**
1. **Frequency = Accessibility:** Common actions get easy-to-reach inputs
2. **Similar actions, similar buttons:** Jump/interact shouldn't be opposite hands
3. **No hand gymnastics:** Avoid requiring uncomfortable button combos
4. **Platform conventions:** Use expected mappings where appropriate
**For {{game_type}} on {{platform}}, typical control schemes include:**
{typical_controls_for_game_type_and_platform}
How do you want controls to work in {{game_name}}?"
### 4. Generate Mechanics Content
Based on the conversation, prepare the content:
```markdown
## Game Mechanics
### Primary Mechanics
{{mechanics_list_with_details}}
### Mechanic Interactions
{{how_mechanics_combine}}
### Mechanic Progression
{{how_mechanics_evolve_or_unlock}}
---
## Controls and Input
### Control Scheme ({{primary_platform}})
{{control_mapping_table_or_description}}
### Input Feel
{{how_controls_should_feel}}
### Accessibility Controls
{{planned_accessibility_options}}
```
### 5. Present Content and Menu
Show the generated content to the user and present:
"I've drafted the Mechanics & Controls sections based on our conversation.
**Here's what I'll add to the document:**
[Show the complete markdown content from step 4]
**Validation Check:**
- Does each mechanic serve at least one pillar?
- Do controls feel natural for the platform?
- Are common actions easily accessible?
**Select an Option:**
[A] Advanced Elicitation - Deep dive into mechanic feel and edge cases
[P] Party Mode - Test these mechanics with other perspectives
[C] Continue - Save this and move to Game Type Specifics (Step 7 of 14)"
### 6. Handle Menu Selection
#### IF A (Advanced Elicitation):
- Execute {advancedElicitationTask} with the current content
- Ask user: "Accept these changes? (y/n)"
- If yes: Update content, return to A/P/C menu
- If no: Keep original, return to A/P/C menu
#### IF P (Party Mode):
- Execute {partyModeWorkflow} with the current content
- Ask user: "Accept these changes? (y/n)"
- If yes: Update content, return to A/P/C menu
- If no: Keep original, return to A/P/C menu
#### IF C (Continue):
- Append the final content to `{outputFile}`
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6]`
- Load `{nextStepFile}`
## CRITICAL STEP COMPLETION NOTE
ONLY WHEN [C continue option] is selected and [mechanics content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
---
## SYSTEM SUCCESS/FAILURE METRICS
### SUCCESS:
- 3-5 primary mechanics clearly defined
- Each mechanic linked to pillars
- Mechanic interactions described
- Control scheme appropriate for platform
- Input feel considerations captured
- A/P/C menu presented and handled correctly
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6]
### SYSTEM FAILURE:
- Mechanics that don't serve pillars
- Controls inappropriate for target platform
- Generating content without real user input
- Missing mechanic interactions
- Not presenting A/P/C menu after content generation
- Proceeding without user selecting 'C'
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.