WORLD
Can you name the exact place, institution, practice, text, or shared history? Write the smallest honest answer.
Use this before the pitch deck, art direction, or feature list. It is faster to find the missing pressure now.
Answer concretely. “A game for teachers” is broad. “A game about the ten minutes between dismissal and the last bus” starts to carry decisions.
Can you name the exact place, institution, practice, text, or shared history? Write the smallest honest answer.
Who wants something here? Who wants something different? Name roles or people, not demographics.
What reliably makes an ordinary day hard? Time, money, weather, status, policy, attention, or an obligation.
What can a player choose that changes what happens next? List three recurring decisions.
What remembers those choices? A calendar, account, relationship, body of trust, or ending.
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 first audience member who would catch a wrong detail is often the best first research call.
READ THE FIELD GUIDE ↗