| name | scope-feature-prioritizer |
| description | Decide what to build and in what order. The skill of cutting the right things. Use this skill when: (1) applying MoSCoW prioritization mapped to design pillars, (2) defining the Minimum Viable Game, (3) building feature dependency graphs (what must exist before what), (4) making risk-weighted priority decisions (high risk = prototype early), (5) managing scope creep by evaluating features against pillars, (6) creating and maintaining a cut list with reasoning. Medium-agnostic — works for digital, tabletop, and hybrid games.
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Scope & Feature Prioritizer
Every game has more ideas than time. The skill isn't having ideas — it's choosing which ones earn their place. Everything that makes it into the game takes time from something else. This skill makes those trade-offs explicit.
Prioritization Philosophy
Cut early, cut often, cut with data. Features cut in concept cost nothing. Features cut after implementation cost everything.
Pillars are the filter. If a feature doesn't serve a pillar, it doesn't belong — no matter how cool it is. (Skill 2)
Risk-weighted, not feature-weighted. The riskiest assumptions should be tested first, regardless of how "important" the feature is to the final product.
Core Deliverables
1. MoSCoW Categorization
Every feature evaluated against pillars:
FEATURE MUST SHOULD COULD WON'T PILLARS SERVED RATIONALE
──────────────────── ────── ─────── ────── ─────── ──────────────── ──────────────
[Feature name] [X] [Which pillars?] [Why here?]
Definitions:
- Must — The game literally cannot function or fulfill its core fantasy without this. If you cut it, you don't have a game.
- Should — Significantly enhances the experience and serves pillars. Game works without it but is notably weaker.
- Could — Nice to have. Adds polish or depth. Cut this first when time is short.
- Won't — Explicitly out of scope for this version. Not "never" but "not now."
Quality checks:
- If more than 40% of features are "Must" → you haven't prioritized, you've listed features
- If nothing is "Won't" → scope isn't managed, it's fantasized
- Every "Must" should directly serve at least one pillar
- Every "Won't" should have a clear reason (not just "ran out of time")
2. Feature Dependency Graph
What must exist before what:
[Core Loop] ──must precede──→ [Economy System]
[Economy System] ──must precede──→ [Crafting]
[Core Loop] ──must precede──→ [Combat System]
[Combat System] ──independent──→ [Crafting]
Dependency types:
- Hard dependency — B literally cannot function without A
- Soft dependency — B works without A but is significantly better with it
- Independent — A and B have no meaningful dependency
Critical path: The longest chain of hard dependencies defines the minimum time to a playable build. This is your critical path.
3. Risk-Weighted Priority List
Features prioritized by risk, not importance:
FEATURE RISK LEVEL RISK TYPE PRIORITY RATIONALE
──────────────────── ──────────── ──────────────────── ────────── ──────────────
[Feature] [High/Med/Low] [Design/Tech/ [Build [Why this
Market/Audience] order #] order?]
Risk types:
- Design risk — "We don't know if this is fun." → Prototype early.
- Technical risk — "We don't know if we can build this." → Spike early.
- Market risk — "We don't know if players want this." → Test early.
- Audience risk — "We don't know if our target audience engages with this." → Focus test early.
Priority rule: High-risk features go first, not high-importance features. A "Must" feature that's low-risk can wait. A "Should" feature that's high-risk should be tested immediately.
4. Minimum Viable Game (MVG)
The smallest version of the game that delivers the core fantasy:
THE MVG INCLUDES:
- [Feature] — because [rationale]
- [Feature] — because [rationale]
- [Feature] — because [rationale]
THE MVG EXCLUDES:
- [Feature] — deferred because [rationale]
- [Feature] — deferred because [rationale]
THE MVG TEST:
A player who plays the MVG should feel: [core emotional target]
A player who plays the MVG should understand: [what this game is about]
A player who plays the MVG should want: [to play more / see what's next]
MVG quality check:
5. Cut List
Everything removed from scope, with reasoning preserved:
FEATURE CUT DATE REASON REVISIT? CONDITIONS
──────────────────── ────────── ────────────────────── ────────── ──────────────
[Feature] [Date] [Why it was cut] [Yes/No] [When to
reconsider]
Why maintain a cut list:
- Prevents re-proposing cut features without new information
- Documents trade-offs for future reference
- Identifies patterns (if the same feature keeps coming back, maybe it belongs)
- Provides honest communication to stakeholders about what was sacrificed
Scope Management Techniques
The Pillar Test
For every proposed feature: "Which pillar does this serve?" If the answer is "none" or requires a stretch, cut it.
The 10-Second Pitch Test
Can you explain why this feature matters in 10 seconds? If not, it may be a nice idea without a clear purpose.
The Opportunity Cost Frame
"Adding this feature means NOT doing [specific alternative]." Make the trade-off explicit.
The Complexity Budget
Every feature adds complexity to learn, maintain, balance, and test. Set a complexity budget and track it:
FEATURE COMPLEXITY COST CUMULATIVE BUDGET REMAINING
──────────────────── ──────────────── ────────────── ──────────────────
Core combat High High 75% remaining
Crafting system Medium High+Medium 50% remaining
Pet companions Medium ... 25% remaining
Weather effects Low ... 20% remaining
Scope Creep Detection
Warning signs that scope is expanding:
- "What if we also..." in every design meeting
- Feature list growing between milestones
- No features being cut or deferred
- "We'll figure that out later" as rationale for including something
- Prototype scope expanding beyond the hypothesis being tested
Workflow
Initial prioritization
- List all proposed features — Everything the game could include
- Run the pillar test — Does each feature serve a pillar?
- Apply MoSCoW — Categorize ruthlessly
- Build dependency graph — What depends on what?
- Assess risk — Design, technical, market, and audience risk per feature
- Define the MVG — What's the minimum that delivers the fantasy?
- Create the cut list — Everything not in MVG goes here (for now)
- Cross-check with budget/timeline — Does the scope fit reality?
- Cross-check with tech bridge (Skill 21) — Are technical constraints accounted for?
- Cross-check with pillars (Skill 2) — Is every pillar adequately served?
Ongoing scope management
- Every new feature proposal runs through the pillar test
- Every accepted feature gets MoSCoW classification and risk assessment
- Dependency graph updated when features are added or cut
- Cut list maintained with reasoning
- MVG definition reviewed after every major playtest
- Scope reviewed at every milestone against timeline and budget
Responding to "can we add this?"
- Which pillar does it serve?
- What MoSCoW category would it be?
- What does it depend on?
- What's the risk level?
- What gets cut or deferred to make room?
- Does this change the MVG?
Anti-Patterns
The Kitchen Sink — "We'll include everything and cut later." You won't cut later. Decide now.
The Sacred Feature — A feature that's immune to cutting despite serving no pillar and failing every test. Usually someone's pet idea.
The False Deadline — "We don't have time to prioritize, just build everything faster." Prioritization IS how you go faster.
The Invisible Cut — Features quietly dropped without documentation. Nobody knows why it was cut, so it keeps coming back.
The Feature Auction — Prioritizing features by who argues loudest rather than by pillar alignment and risk.
Outputs
This skill produces:
- MoSCoW categorization — every feature prioritized against pillars
- Feature dependency graph — build order constraints
- Risk-weighted priority list — what to build/test first
- Minimum Viable Game definition — smallest version that delivers the fantasy
- Cut list — everything removed with reasoning and revisit conditions
These outputs feed into:
- Skill 2 (Pillars) — Pillars are the primary filter
- Skill 15 (Prototype) — What to prototype first
- Skill 21 (Tech Bridge) — Feasibility informs priority
- Skill 19 (GDD) — Scope is a core GDD section
- Skill 0 (Coherence) — Scope changes may trigger re-evaluation