FREE TOOL / SIX QUESTIONS

DOES YOUR WORLD HAVE A GAME IN IT?

Use this before the pitch deck, art direction, or feature list. It is faster to find the missing pressure now.

PRINT IT / MARK IT UP / ARGUE WITH IT

Six questions before anybody writes code.

Answer concretely. “A game for teachers” is broad. “A game about the ten minutes between dismissal and the last bus” starts to carry decisions.

01

WORLD

Can you name the exact place, institution, practice, text, or shared history? Write the smallest honest answer.

02

PEOPLE

Who wants something here? Who wants something different? Name roles or people, not demographics.

03

PRESSURE

What reliably makes an ordinary day hard? Time, money, weather, status, policy, attention, or an obligation.

04

DECISIONS

What can a player choose that changes what happens next? List three recurring decisions.

05

CONSEQUENCES

What remembers those choices? A calendar, account, relationship, body of trust, or ending.

06

RECOGNITION

What small detail would make an insider trust the game? What mistake would make them leave?

Five or six concrete answers: there is probably enough structure for a prototype conversation.

Three or four: the world may be real, but the player role or pressure is still unclear. Interview someone inside it.

Zero to two: keep the theme, stop promising a game, and learn what an ordinary day actually asks people to decide.

A strong niche is not a list of references. It is a place where choices already cost something.
THE USEFUL QUESTION

WHO NOTICES FIRST?

The first audience member who would catch a wrong detail is often the best first research call.

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