The Three Pillars
What it is. Three short statements of what this game is about — the feelings and truths every later decision must serve. Not features, not a to-do list. The pillars are the scoring function you run every candidate mechanic, twist, and level through.
Why it’s fun. Focus is fun’s precondition. A game that’s about three things is about something; a game about ten is about nothing. When two ideas conflict, the pillars decide — that’s the whole point of writing them down.
The step
Brief → exactly three pillars. Then everything downstream is scored, not
debated: process-the-twist‘s candidate bends, process-composition‘s system
list, and the cut list all resolve against these three.
Why exactly three
Two under-constrains — you can’t triangulate a decision. Four+ dilutes: a fourth pillar is almost always a feature masquerading as a value, or a restatement of one you already have. Three forces prioritisation and still fits in your head at every choice. If you have five candidates, two are subordinate — demote them.
Inputs → outputs
| In | Out |
|---|---|
The brief’s fantasy + hook (process-intent-to-brief) | Exactly 3 pillars |
| The named anchor(s) | Each pillar phrased evocative + testable |
| Nothing else — resist adding features | A one-line test per pillar |
How to phrase a pillar
Each pillar is two halves: an evocative name you can say out loud, and a testable clause that a design decision can pass or fail.
| Bad (vague / feature) | Good (evocative + testable) |
|---|---|
| “Fun combat” | Readable violence — a player can name the threat that killed them. |
| ”Deep progression” | Every run rewrites the deck — no two victories share a build. |
| ”Nice graphics” | The screen reads at a glance — the avatar is the brightest thing on it. |
| ”Hard but fair” | Your fault, never the game’s — every death traces to an input, not a frame. |
The testable clause is what makes a pillar a filter. “Readable violence” alone is a mood; the clause “can name the threat that killed them” you can hold a telegraph design up against and get a yes/no.
How to run it
- Mine the brief. The fantasy usually contains one pillar almost verbatim. The hook’s X (anchor) contributes one — its load-bearing structure. The twist-to-be contributes the third (its differentiator).
- Draft five, cut to three. Write candidates freely, then merge and demote until exactly three remain. If two overlap, they’re one pillar.
- Add the test clause. For each, write the one-line predicate a decision must pass. If you can’t write a test, it’s a mood — sharpen or cut it.
- Rank them. Order matters: when pillars conflict (they will), the higher one wins. Pillar 1 is the hill you die on.
- Sanity-check coverage. Between them, the three should touch feel, depth/structure, and the twist. A gap there means a missing pillar or a wrong cut.
Using pillars as the decision filter
This is the payoff. Every downstream question becomes a score, not an argument:
- The twist. In
process-the-twiststep 3 you score six candidate bends against the pillars and keep the one that most sharpens a pillar. A twist that fights pillar 1 is a different game — drop it. - System inclusion. In
process-composition, a system earns its place only if it serves a pillar. “Does crafting serve any pillar? No → cut it.” - The cut list. When scope must shrink, cut the content that serves the lowest-ranked pillar first.
- Content & difficulty. A level or encounter that expresses no pillar is filler. Every encounter should be a pillar, dramatised.
The filter test. If a proposed feature passes zero pillars, it’s out — no discussion. If it passes one, it’s optional. If it passes two, it’s core. This is the entire value of writing them down.
Worked example
Brief (from process-intent-to-brief example B): an RTS with faction
asymmetry and impressive battles; X = anchor-starcraft.
Five candidates → three pillars:
- Three armies, one balance — every faction shares zero units and still wins its share of mirrorless matchups. (from the hook; the twist lives here)
- A hundred hands, one will — mass answers a single order and paths around walls without micro. (from the fantasy + FUN.md §9’s mechanical truth)
- The order you gave is the battle you get — unit behaviour is legible and deterministic; no surprise from the sim. (an inherited-constraint pillar)
Cut: “deep tech tree” (demoted — it serves pillar 1, not its own thing) and “cinematic camera” (a JUICE.md feel goal, not a pillar).
Filter in action: a proposed hero-unit mechanic — does it serve a pillar? It sharpens pillar 1 (faction identity) only if each faction’s hero is distinct; generic heroes serve nothing and are cut. Pillar-scoring made the call in one line.
Traps
- Pillars that are features. “Has a skill tree” is a feature; “builds diverge by hour two” is a pillar. Features are downstream of pillars.
- Untestable moods. “Epic”, “immersive”, “juicy” with no clause can’t filter anything. Every pillar needs a predicate.
- Four pillars. The fourth is usually a demoted feature or a dupe. Force three.
- Unranked pillars. If they never conflict, they’re too vague; if they conflict and you haven’t ranked them, the next hard call stalls.
- Pillars nobody enforces. Written and forgotten is worse than none. Re-score against them at every stage — they are only worth the decisions they make.
Composes with
process-intent-to-brief— the brief is the ore; pillars are the refined metal.process-the-twist— pillars are literally the scoring function for the bend.process-core-loop— the loop must express the pillars beat by beat.process-composition— every included system must pass the pillar filter.
See also
design/00-process/the-twist.md— where pillars do their most important work: choosing the twist.- design/FUN.md Part 1 — the mechanical truths a testable pillar clause often points straight at (a pillar clause is frequently a FUN.md law, named for your game).