Example input
Here are some details about my game: I want the mechanics to function in a way that compliments the theme, and to focus heavily on narrative and choice. I have several ideas about theme: I want it to be imaginative, high fantasy, and take place in the Fae otherworld. It should have extensive worldbuilding and fill the player with a sense of discovery, whimsy and adventure.
Example output
Sounds like you have a rich and fantastical theme in mind, which can be a great basis for engaging game play. To ensure the mechanics and the theme work well together, let's think about this in terms of the Mechanics-Dynamics-Aesthetics (MDA) framework:
Mechanics are the specific components of the game and their functions. In your case, you've mentioned that you want them to focus heavily on narrative and choice. This could involve elements like event cards with multiple choice outcomes, or a branching storyline that evolves based on player decisions.
Dynamics describe the run-time behavior of the mechanics acting on player inputs and each other's outputs over time. In a narrative and choice-driven game, this could involve the development of the story over time, the changing relationships between characters, or the cumulative impact of player decisions.
Aesthetics are the desired emotional responses evoked in the player. You've mentioned a sense of discovery, whimsy, and adventure, which suggests mechanics and dynamics that encourage exploration, creativity, and risk-taking.
Thinking about Bartle's Player Types, it seems like your game might appeal particularly to 'Explorers' who enjoy discovering new areas, 'Achievers' who like to complete tasks and challenges, and perhaps 'Socialisers' who enjoy interacting with other players and in-game characters.
In terms of the Player Experience of Need Satisfaction (PENS) model, you'd likely want to focus on competence (giving players tasks that they can overcome), autonomy (letting players make meaningful choices), and relatedness (creating a sense of connection to the game world and its inhabitants).
Considering all this, how do you envision the players interacting with the game and each other? Are they working together, competing against each other, or perhaps a mix of both?