Game Genre Map - Omega War

Stage 1 research-scope review - staged cycle: game-genre-map - page created 2026-06-12

alignment_status: review - Stage 1 of 3 (research scope approval).
This page proposes the research questions, evidence plan, assumptions, working packet path, canonical output path, and post-approval route for /game-genre-map. It does not yet map the genre, decide feature priority, or create the canonical artifact.

1. Proposed Cycle Summary

Purpose: convert Omega War's approved fantasy, audience, first front, and roster into a genre map that tells the project which conventions to keep, bend, reject, or prototype first.

Primary lens: the project is an RTS/tactics/deck-builder/operational-campaign hybrid, not a generic strategy game. The map should compare conventions by player job: tactical battle feel, deck identity, base/deployment pacing, operational persistence, onboarding, and browser-first delivery.

Immediate downstream use: feed the tactical vertical-slice design spec. The map should clarify what must be proven in the first playable battle before durable architecture or broader campaign systems are promoted.

1.1 Inputs already approved

2. Research Questions

IDQuestionExpected decision output
GMQ1Which genre families does Omega War belong to, and what player promises does each family imply?Genre-family map with primary/secondary/tertiary labels and a short "inherit / adapt / avoid" stance.
GMQ2Which tactical-layer conventions are load-bearing for the first slice: cover, suppression, capture points, base building, resources, phase escalation, and command-post unlocks?First-slice convention table with must-have, prototype, and defer rows.
GMQ3How should deck-building and division identity interact with in-battle base construction?Rules-of-thumb for deck roster, build order, deployment bands, counterplay, and avoiding homogenized decks.
GMQ4What operational-campaign conventions should shape the later war map without bloating the first tactical prototype?Strategic-layer handoff requirements, auto-resolve fairness principles, persistence surfaces, and deferrals.
GMQ5What browser-first and solo-dev constraints change the genre map?Scope controls for unit count, session length, save model, onboarding, camera readability, asset fidelity, and performance proof.
GMQ6Which comparable failures are anti-patterns Omega War must actively avoid?Anti-pattern list covering AI quality, saveless long missions, campaign UI friction, layer divorce, onboarding cliffs, and multiplayer-first priorities.

Gate - GMQ1 Scope required

Approve these research questions as the Stage-2 scope for /game-genre-map?

Gate - GMQ2 Deliverable Shape required

What shape should the Stage-2 working packet emphasize?

3. Evidence Coverage

Source categoryExamples to inspectUse
Tactical RTS / RTTCompany of Heroes 1-3, World in Conflict, Men of War / Gates of Hell where relevantCover, suppression, capture points, base/build pacing, mission length, tactical spectacle, AI and save complaints.
Deck/division wargamesWargame: Red Dragon, WARNO, Steel Division 2, Broken ArrowDeck identity, phase timing, activation/card constraints, division asymmetry, onboarding and balance risk.
Operational campaign layersWARNO Army General, Steel Division 2 Army General, Wargame campaigns, EndWar campaign structureMap-battle handoff, auto-resolve incentives, persistence, front ownership, UI friction, battle fatigue.
Browser/low-friction strategy precedentsOpenFront, historical Flash-era strategy, web-to-Steam examples already captured in audience researchWhat browser delivery can and cannot promise for a deep RTS; session and onboarding implications.
Approved internal artifactsIdea brief, audience, fantasy, arsenal, divisions, rosterGuardrails; avoid re-litigating approved premise and roster decisions.

Gate - GMQ3 Evidence Categories required

Approve these evidence categories for Stage 2?

Gate - GMQ4 Coverage Depth required

How deep should the Stage-2 sweep go?

4. Assumptions and Constraints

Gate - GMQ5 Assumptions required

Accept these assumptions and constraints for the research pass?

5. Outputs, Paths, and Route

StagePathPurpose
Stage 2 working packetresearch/_working/preliminary-game-genre-map.mdNon-canonical evidence notes, source log, decision map draft, and unresolved gaps.
Stage 2 review pagealignment/game-genre-map-omega-war.htmlConverts the working packet into approval gates.
Stage 3 canonical artifactresearch/game-genre-map.mdApproved genre map and prototype implications.
Stage 3 glossary updatesresearch/glossary.mdOnly if the Stage-2 artifact proposes and the user approves new terms.

Gate - GMQ6 Working Packet Path required

Approve the Stage-2 working packet path?

Gate - GMQ7 Canonical Path required

Approve the proposed Stage-3 canonical path?

Gate - GMQ8 Route After Approval required

After a confirmed genre map, what should the next project route be?

6. Compile Approval YAML

Answer all required gates above, add optional section feedback, then compile and copy the YAML into the next execution message.