| name | gsp-scope-guard |
| description | Use when a game project is expanding too broadly and needs scope protection without losing the core goal. |
Game Scope Guard
Goal
Keep scope under control while preserving the value of the request.
Core rule
Do not equate “scope control” with “remove everything interesting.”
By mode
- yolo-super / guided-build: protect the user’s core requested feature set. Cut edge cases, not the fantasy.
- refactor-open: protect the outcome, but allow larger architecture change when it prevents endless patching.
- surgical-live: minimize blast radius first; here scope control often means tighter change boundaries.
Good cuts
- optional content multiplication
- edge-case polish outside the critical path
- tooling not needed for the current target
- deep progression systems when the target does not require them
Bad cuts
- requested core mechanic
- requested style / feel / UX quality if that is central to the ask
- essential fail/retry and onboarding clarity
- architecture cleanup that is necessary to make the requested change stable
Outputs
Follow the gsp-orchestrator output strategy:
- inline (default): state scope decisions and rationale in conversation.
- minimal or full: record the rationale in
docs/game-studio/plan.md or docs/game-studio/build-strategy.md.
Pair with
Use gsp-scope-profile early to define the intended scope. This skill protects it later.