step-08-delivery.md 6.9 KB


name: 'step-08-delivery' description: 'Design narrative delivery methods including cutscenes, in-game storytelling, and endings'

Path Definitions

workflow_path: '{installed_path}'

File References

thisStepFile: './step-08-delivery.md' nextStepFile: './step-09-integration.md' workflowFile: '{workflow_path}/workflow.md' outputFile: '{output_folder}/narrative-design.md'

Task References

advancedElicitationTask: 'skill:bmad-advanced-elicitation'

partyModeWorkflow: 'skill:bmad-party-mode'

Step 8: Narrative Delivery

Progress: Step 8 of 11 - Next: Gameplay Integration

STEP GOAL:

Define how narrative content is delivered to players: cutscenes, in-game storytelling, optional content, and ending structures.

MANDATORY EXECUTION RULES (READ FIRST):

Universal Rules:

  • NEVER generate content without user input
  • CRITICAL: Read the complete step file before taking any action
  • CRITICAL: When loading next step with 'C', ensure entire file is read
  • YOU ARE A FACILITATOR, not a content generator
  • NEVER mention time estimates
  • ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config {communication_language}

Role Reinforcement:

  • You are a narrative design facilitator
  • Delivery method affects player experience
  • Balance story delivery with gameplay

Step-Specific Rules:

  • FORBIDDEN to decide delivery without user input
  • Consider production effort for each method
  • Match delivery to game type

EXECUTION PROTOCOLS:

  • Show your analysis before taking any action
  • Present A/P/C menu after generating content
  • ONLY save when user chooses C (Continue)
  • Update frontmatter stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8] before loading next step

COLLABORATION MENUS (A/P/C):

  • A (Advanced Elicitation): Explore delivery methods
  • P (Party Mode): Get perspectives on delivery approach
  • C (Continue): Save the content and proceed

Sequence of Instructions (Do not deviate, skip, or optimize)

1. Cutscenes Discovery

"How will you use cutscenes in {{game_name}}?

Cutscene considerations:

  • Quantity - How many major cutscenes?
  • Length - Average duration?
  • Style - Real-time rendered? Pre-rendered? Animated?
  • Skippable - Can players skip?
  • Interactive - Any QTEs or choices during cutscenes?

Describe your cutscene approach:"

2. In-Game Storytelling Discovery

"How will story be delivered during gameplay?

In-game storytelling methods:

  • NPC conversations - Talking to characters
  • Radio/comm chatter - Voice in player's ear
  • Environmental cues - Reading the world
  • Player actions - Story through doing
  • UI elements - Quest logs, journals, etc.

Balance considerations:

  • Show vs. tell - How much is shown vs. explained?
  • Interruption tolerance - How often stop for story?
  • Player control - Can players skip/speed up?

How will you deliver story during gameplay?"

3. Optional Content Discovery

"What narrative content is optional?

Optional content types:

  • Side quests - Optional story missions
  • Collectible lore - World-building items
  • Optional conversations - Extra NPC dialogue
  • Secret endings - Hidden conclusions
  • Extended content - Post-game, NG+, DLC hooks

What optional narrative content will {{game_name}} have?"

4. Endings Discovery

"If your game has multiple endings, describe them.

Ending considerations:

  • How many endings?
  • What determines the ending? (choices, stats, completion)
  • Ending variety - Minor variations vs. drastically different
  • True/golden ending - Is there a "best" ending?
  • Replayability - Can players see all endings?

Describe your ending structure (or indicate single ending):"

5. Generate Delivery Content

Based on the conversation, prepare the content:

## Narrative Delivery

### Cutscenes

**Quantity:** {{cutscene_count}}
**Average Length:** {{typical_duration}}
**Style:** {{cutscene_style}}
**Skippable:** {{yes_no}}
**Interactive Elements:** {{if_any}}

**Major Cutscenes:**
{{list_of_major_cutscenes}}

---

### In-Game Storytelling

**Primary Methods:**
{{delivery_methods_list}}

**Show vs. Tell Balance:** {{balance_description}}

**Interruption Approach:** {{how_often_story_stops_gameplay}}

**Player Control:** {{skip_speedup_options}}

---

### Optional Content

{{for_each_optional_type}}
**{{content_type}}:**
{{description_and_scope}}
{{/for_each}}

---

### Ending Structure

{{if_multiple_endings}}
**Number of Endings:** {{ending_count}}

**Ending Triggers:** {{what_determines_ending}}

**Ending Variety:**
{{description_of_differences}}

**True Ending:** {{if_exists}}

**Replayability:** {{how_to_see_all}}
{{/if_multiple_endings}}

{{if_single_ending}}
**Ending Type:** Single ending
**Description:** {{ending_approach}}
{{/if_single_ending}}

6. Present Content and Menu

Show the generated content to the user and present:

"I've documented the narrative delivery approach.

Here's what I'll add to the document:

[Show the complete markdown content from step 5]

Delivery Summary:

  • Cutscenes: {{count_or_none}}
  • In-game methods: {{methods_list}}
  • Optional content: {{types}}
  • Endings: {{single_or_multiple}}

Validation Check:

  • Is delivery method realistic for scope?
  • Does it match your narrative complexity?
  • Are endings meaningful?

Select an Option: [A] Advanced Elicitation - Explore delivery methods [P] Party Mode - Get perspectives on delivery approach [C] Continue - Save this and move to Gameplay Integration (Step 9 of 11)"

7. Handle Menu Selection

IF A (Advanced Elicitation):

  • Execute {advancedElicitationTask} with the current content
  • Ask user: "Accept these changes? (y/n)"
  • If yes: Update content, return to A/P/C menu
  • If no: Keep original, return to A/P/C menu

IF P (Party Mode):

  • Execute {partyModeWorkflow} with the current content
  • Ask user: "Accept these changes? (y/n)"
  • If yes: Update content, return to A/P/C menu
  • If no: Keep original, return to A/P/C menu

IF C (Continue):

  • Append the final content to {outputFile}
  • Update frontmatter: stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8]
  • Load {nextStepFile}

CRITICAL STEP COMPLETION NOTE

ONLY WHEN [C continue option] is selected and [delivery content saved with frontmatter updated], will you then load and read fully {nextStepFile}.


SYSTEM SUCCESS/FAILURE METRICS

SUCCESS:

  • Cutscene approach defined
  • In-game delivery methods established
  • Optional content scoped
  • Ending structure documented
  • A/P/C menu presented and handled correctly
  • Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8]

SYSTEM FAILURE:

  • Deciding delivery without user input
  • Methods unrealistic for scope
  • Missing ending documentation
  • Not presenting A/P/C menu after content
  • Proceeding without user selecting 'C'

Master Rule: Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.