Loot (if applicable): affix pools, tier weights, fixed vs random trade-offs,
Goals: power growth vs expressive choice split; what increases player skill
Structure: total nodes budget, branching topology, dead-node policy (every
Acquisition: XP/resource sources and rate curves, choice frequency target
Balance audit: identify mathematically dominant paths pre-build; method to
Dramatic spine for the scene: want/obstacle/turn for each participant and
Conversation as a state graph (not a tree): nodes (line IDs), conditions/
Actual draft: write the key path dialogue in established character voices
Edge cases: killing/incapacitating an NPC before scene, repeat visits,
Localization notes: line-length budget, string IDs, gender-neutral structure
Concept pillars: the single identity idea, the skill this boss EXAMINES
Phase/state spec: phases with health %, arena changes, move list per phase
Fairness: every attack readable via consistent multi-channel tells (animation
Accessibility tiers: default / assist (damage taken, timing widows, parry
Juice/spectacle: phase-transition presentation, music layers, arena
Telemetry to verify: attempts distribution, death-cause codes per attack,
Information hierarchy: what the player must know per state (exploration/combat/
HUD layout: annotated safe-zone diagram per aspect ratio incl. 21:9 and
Flows: join/invite/party, settings (complete settings tree incl. audio mixers,
Prototyping: wireframe descriptions for the 5 most-used screens, usability