using-systems-as-experience

Router for systems-as-experience - emergence, sandbox, optimization, discovery, narrative, modding

SKILL.md

GitHub

Systems as Experience

Use this contract for the concrete task. Apply a short relevant check for a small change; expand investigation when the failure, risk or requested artifact warrants it. Resolve facts from the repository and runtime before imposing a process. Delegation is optional and should answer a bounded unresolved question.

Design contract

State the intended player experience, observed problem and design constraints. Preserve authored moments where useful; a systems-first philosophy is a choice, not a requirement for every game.

  • Express a small interaction hypothesis: which mechanics combine, what players can observe and which choices/results should become possible.
  • Use an interaction matrix or concrete scenario to expose missing affordances, dominant strategies and unreadable outcomes. More combinations do not automatically mean more meaningful depth.
  • Make cause/effect, feedback and recovery visible enough for players to form and revise hypotheses. Hidden depth needs discoverable evidence, not arbitrary obscurity.
  • For optimization play, expose useful measurements and tradeoffs without reducing all play to one mandatory solution.
  • For emergent narrative, connect state/event consequences and player interpretation. Event variety alone does not establish memorable stories.
  • For community/mod systems, define compatibility, permissions, determinism/content identity and failure isolation. Do not trade save compatibility or security for an assumed community benefit.
  • Prototype the smallest interaction that can test the hypothesis, then use relevant human playtests. Synthetic inspection can identify structural problems; it cannot establish enjoyment, discovery or community response.

Evidence and output

Produce a bounded design change, interaction/prototype spec or review containing intended experience, mechanism, competing explanation, observable signal and playtest plan/results. Distinguish design intent from observed player behavior. Stop or simplify when the prototype does not support the hypothesis.

Fault-specific references

  • Interaction depth or sandbox affordance: emergence/sandbox/strategy sheets; these are background lenses, not prerequisites.
  • Efficiency becomes rote: optimization-as-play.md.
  • Players cannot discover cause/effect: discovery-through-experimentation.md.
  • Simulation events do not form interpretable stories: player-driven-narratives.md.
  • Dominant community strategy or information asymmetry: community-meta-gaming.md.
  • Mod/save/version boundary: modding-and-extensibility.md.

Game-design experiments and player evidence belong with game design; implementation/fidelity with simulation tactics; numerical claims with simulation foundations. Select additional references only when they help test the current design.

Optional references

All sheets below are in this directory. Choose a sheet because its checks or examples help the task; there is no requirement to read the catalog in sequence. Verify time-sensitive APIs and numerical/performance claims before relying on examples.