Store/currencies: hard vs soft currency separation, earn paths for every
Strategy: value-exchange inventory table (cosmetics | convenience |
Gacha/loot (if any): odds disclosure, pity floor, duplicate currency,
Guardrails: pay-to-win audit grid (spend advantage tests), spending caps/
Experience targets: what is authoritative (movement/combat/progression),
Matchmaking: skill model intent (fast fair fun — pick priority), party size,
Sessions/lobby: invite flow, platform session APIs, reconnect window,
Ops: server fleet sizing by timezones, cost per match, QoS telemetry,
Motor: full remap incl. bumper-jumper/tap-vs-hold, analog deadzone/curve,
Cognitive: difficulty separated by mechanic (combat/puzzles/timing),
Process: accessibility statement page, feature matrix at store certification,
World rules: how reality works (magic/tech source + cost + limits — hard rules
Peoples: species/cultures with naming conventions, values, taboos, social
Canon characters: bible entries (role, want/need, voice sample, secrets,
Art/audio language: motifs per faction, recurring symbols, swear/timeline
Mysteries: what players should/shouldn't learn per release; foreshadowing
Script: key NPC dialogue in voice (10-20 lines), including a lie/misdirection
Rewards: exp/items mapped to expected level, world-state change (visible
Data: quest ID, prerequisite flags, fail/recovery states, edge cases (NPC
Milestone intent: what fun hypothesis or production risk this milestone kills