Extract the real pillars a design is built around, not the polite slogans attached to it.
Use this skill when a team has a pile of mechanics, references, and ambitions but no sharp articulation of what the design actually prioritizes. The goal is to reverse-engineer 3 to 5 actionable pillars from the game's systems, loops, and tradeoffs.
Good pillars are directional. They help decide what to keep, what to cut, and what kinds of changes are off-brand. Bad pillars are just nice words wearing capital letters.
Read references/family-conventions.md when you want the shared style, prioritization, and diagnosis rules for this game-design skill family.
Read references/output-patterns.md when you want the preferred recommendation and minimal-fix structure.
Core principle#
A meaningful design pillar does two things:
- names what the design is trying hard to deliver
- implies what the design is willing to sacrifice to deliver it
If a pillar does not create a constraint, it is not a pillar yet.
What to produce#
Generate:
- Extracted pillars - 3 to 5 clear, testable pillars
- Support map - which systems actually reinforce each pillar
- Conflict map - where systems or candidate pillars push against each other
- Missing or weak dimensions - important priorities that are undefined, accidental, or under-supported
- Decision guidance - which pillars should dominate future choices
Process#
Clarify:
- what exact game, feature set, or loop is being analyzed
- whether the pillars are for the whole product or a subset
- whether you are extracting current pillars or intended pillars
Write:
- Extraction target
- Scope
- Current versus intended state
2. Map the dominant design behaviors#
Look at:
- core loop
- repeat decisions
- reward structure
- punishment structure
- progression model
- randomness profile
- pacing
- agency level
- social or solo emphasis
Ask:
- What does the design repeatedly encourage the player to do?
- What kinds of decisions matter most?
- What behaviors are rewarded, tolerated, or ignored?
3. Infer the implicit priorities#
Ask:
- What is this design optimizing for in practice?
- What is it willing to make harder, slower, riskier, narrower, or less accessible in order to preserve that?
- Which experiences seem central rather than incidental?
This is where you move from feature description to design intention.
4. Detect tradeoffs and contradictions#
Look for places where:
- one system rewards patience while another rewards speed
- one feature pushes mastery while another floods the loop with noise
- one layer promises freedom while another funnels players into one dominant path
- a supposed pillar is not actually reinforced by gameplay
Do not hide contradictions. Surface them.
5. Synthesize 3 to 5 pillars#
For each pillar, provide:
- Name
- What it means
- What it prioritizes
- What it sacrifices
- Which systems support it
Prefer short, sharp names that imply a stance, such as:
- Controlled Chaos
- Readable Mastery
- High-Risk Commitment
- Expressive Preparation
- Ruthless Momentum
Avoid vague filler such as:
- Fun
- Immersion
- Engagement
- Quality
- Innovation
6. Identify missing or weak pillars#
Ask:
- Which important experience dimensions are currently accidental or under-defined?
- Which design goals are talked about but not structurally supported?
- Which player promises are present in language but absent in systems?
7. Turn the pillars into decision guidance#
State:
- which pillar should win when tradeoffs appear
- which features do not support any pillar and should be challenged
- which future ideas fit or violate the extracted set
Response structure#
Use this structure unless the user asks for something else:
- ...
- ...
- ...
For each pillar:
- Meaning: ...
- Prioritizes: ...
- Sacrifices: ...
- Supporting systems: ...
Conflicts and Contradictions#
Missing or Weak Pillars#
Decision Guidance#
- ...
- ...
- ...
Fast mode#
Use this quick pass when speed matters:
- What does the design reward most consistently?
- What is it clearly willing to sacrifice?
- What three priorities best describe the actual game?
- Which feature does not belong?
Usage notes#
This extractor is especially useful for:
- early concept framing
- preproduction alignment
- pitch cleanup
- feature triage
- post-prototype coherence checks
- making design docs less hand-wavy
Common patterns to watch for:
- teams often confuse feature lists with pillars
- a pillar that cannot say "no" is not doing any work
- contradictory pillars usually reflect unresolved design conflict, not healthy nuance
- the strongest pillar should be obvious in repeated gameplay, not just in slide decks
- if every pillar sounds universally positive, they are probably too generic to guide decisions
Working principle#
Mechanics reveal priorities even when the team does not.
Use this skill to extract the principles the design is actually living by, then decide whether those principles are worth keeping.