claude-code-arcane 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +100 -0
- package/LICENSE +26 -0
- package/README.md +372 -0
- package/agents/ai/ai-architect.md +80 -0
- package/agents/ai/data-engineer.md +66 -0
- package/agents/ai/data-scientist.md +58 -0
- package/agents/ai/ml-engineer.md +61 -0
- package/agents/business/business-ops-lead.md +64 -0
- package/agents/business/financial-analyst.md +62 -0
- package/agents/business/sales-engineer.md +74 -0
- package/agents/clevel/ceo-advisor.md +64 -0
- package/agents/clevel/cfo-advisor.md +63 -0
- package/agents/clevel/chief-of-staff.md +60 -0
- package/agents/clevel/cmo-advisor.md +67 -0
- package/agents/clevel/coo-advisor.md +79 -0
- package/agents/clevel/cto-advisor.md +72 -0
- package/agents/devops/cloud-architect.md +52 -0
- package/agents/devops/platform-lead.md +72 -0
- package/agents/devops/sre-lead.md +100 -0
- package/agents/engineering/android-engineer.md +78 -0
- package/agents/engineering/backend-architect.md +127 -0
- package/agents/engineering/database-architect.md +138 -0
- package/agents/engineering/flutter-engineer.md +75 -0
- package/agents/engineering/frontend-architect.md +138 -0
- package/agents/engineering/go-engineer.md +102 -0
- package/agents/engineering/ios-engineer.md +76 -0
- package/agents/engineering/node-engineer.md +107 -0
- package/agents/engineering/react-engineer.md +109 -0
- package/agents/engineering/react-native-engineer.md +112 -0
- package/agents/engineering/sql-specialist.md +106 -0
- package/agents/game/accessibility-specialist.md +150 -0
- package/agents/game/ai-programmer.md +95 -0
- package/agents/game/analytics-engineer.md +101 -0
- package/agents/game/art-director.md +64 -0
- package/agents/game/economy-designer.md +143 -0
- package/agents/game/game-designer.md +70 -0
- package/agents/game/gameplay-programmer.md +133 -0
- package/agents/game/lead-programmer.md +62 -0
- package/agents/game/level-designer.md +115 -0
- package/agents/game/live-ops-designer.md +184 -0
- package/agents/game/narrative-director.md +60 -0
- package/agents/game/network-programmer.md +98 -0
- package/agents/game/performance-analyst.md +112 -0
- package/agents/game/qa-lead.md +65 -0
- package/agents/game/qa-tester-gamedev.md +230 -0
- package/agents/game/release-manager.md +65 -0
- package/agents/game/sound-designer.md +85 -0
- package/agents/game/systems-designer.md +157 -0
- package/agents/game/technical-artist.md +108 -0
- package/agents/game/technical-director.md +74 -0
- package/agents/game/ue-replication-specialist.md +143 -0
- package/agents/game/unity-shader-specialist.md +178 -0
- package/agents/game/unity-specialist.md +184 -0
- package/agents/game/unreal-specialist.md +172 -0
- package/agents/game/ux-designer.md +112 -0
- package/agents/game/world-builder.md +111 -0
- package/agents/game/writer.md +104 -0
- package/agents/integrations/api-tools-specialist.md +209 -0
- package/agents/integrations/comms-tools-specialist.md +159 -0
- package/agents/integrations/design-tools-specialist.md +129 -0
- package/agents/integrations/docs-tools-specialist.md +116 -0
- package/agents/integrations/integrations-architect.md +144 -0
- package/agents/integrations/project-tools-specialist.md +129 -0
- package/agents/management/delivery-manager.md +105 -0
- package/agents/management/program-director.md +55 -0
- package/agents/management/project-manager.md +126 -0
- package/agents/management/scrum-master.md +96 -0
- package/agents/marketing/content-lead.md +74 -0
- package/agents/marketing/growth-lead.md +72 -0
- package/agents/marketing/marketing-analyst.md +89 -0
- package/agents/marketing/marketing-director.md +75 -0
- package/agents/marketing/seo-lead.md +80 -0
- package/agents/product/chief-product-officer.md +79 -0
- package/agents/product/design-system-lead.md +76 -0
- package/agents/product/product-manager.md +132 -0
- package/agents/product/ui-lead.md +73 -0
- package/agents/product/ux-lead.md +103 -0
- package/agents/quality/qa-director.md +121 -0
- package/agents/quality/qa-engineer.md +92 -0
- package/agents/quality/security-architect.md +144 -0
- package/agents/regulatory/compliance-officer.md +88 -0
- package/agents/regulatory/quality-manager.md +90 -0
- package/agents/regulatory/regulatory-director.md +92 -0
- package/agents/visualnovel/vn-comfyui-artist.md +91 -0
- package/agents/visualnovel/vn-narrative-director.md +86 -0
- package/agents/visualnovel/vn-producer.md +108 -0
- package/agents/visualnovel/vn-renpy-developer.md +118 -0
- package/agents/visualnovel/vn-scene-director.md +98 -0
- package/agents/visualnovel/vn-ui-designer.md +97 -0
- package/dist/cli.js +2352 -0
- package/docs/SKILLS-CATALOG.md +457 -0
- package/docs/USER-GUIDE.md +543 -0
- package/docs/agent-hierarchy.md +133 -0
- package/docs/coding-standards.md +135 -0
- package/docs/collaborative-design.md +439 -0
- package/docs/context-management.md +200 -0
- package/docs/coordination-rules.md +164 -0
- package/docs/directory-structure.md +156 -0
- package/docs/division-structure.md +135 -0
- package/docs/gamedev/coding-standards.md +184 -0
- package/docs/gates/README.md +169 -0
- package/docs/gates/gamedev-gates.md +509 -0
- package/docs/gates/software-gates.md +449 -0
- package/docs/software/coding-standards.md +165 -0
- package/docs/technical-preferences.md +61 -0
- package/docs/templates/accessibility-requirements.md +331 -0
- package/docs/templates/architecture-decision-record.md +177 -0
- package/docs/templates/architecture-doc-from-code.md +266 -0
- package/docs/templates/architecture-traceability.md +101 -0
- package/docs/templates/changelog-template.md +62 -0
- package/docs/templates/collaborative-protocols/design-agent-protocol.md +157 -0
- package/docs/templates/collaborative-protocols/implementation-agent-protocol.md +160 -0
- package/docs/templates/collaborative-protocols/leadership-agent-protocol.md +181 -0
- package/docs/templates/design-doc-from-implementation.md +204 -0
- package/docs/templates/incident-response.md +135 -0
- package/docs/templates/interaction-pattern-library.md +1089 -0
- package/docs/templates/milestone-definition.md +79 -0
- package/docs/templates/post-mortem.md +69 -0
- package/docs/templates/prd.md +222 -0
- package/docs/templates/project-stage-report.md +218 -0
- package/docs/templates/release-checklist-template.md +125 -0
- package/docs/templates/release-notes.md +103 -0
- package/docs/templates/rfc.md +256 -0
- package/docs/templates/risk-register-entry.md +58 -0
- package/docs/templates/skill-test-spec.md +96 -0
- package/docs/templates/sprint-plan.md +75 -0
- package/docs/templates/technical-design-document.md +98 -0
- package/docs/templates/test-evidence.md +86 -0
- package/docs/templates/test-plan.md +151 -0
- package/docs/templates/ux-spec.md +544 -0
- package/hooks/check-update.sh +82 -0
- package/hooks/detect-division.sh +28 -0
- package/hooks/detect-gaps.sh +230 -0
- package/hooks/log-agent-stop.sh +7 -0
- package/hooks/log-agent.sh +7 -0
- package/hooks/notify.sh +7 -0
- package/hooks/post-compact.sh +7 -0
- package/hooks/pre-compact.sh +7 -0
- package/hooks/session-start.sh +78 -0
- package/hooks/session-stop.sh +7 -0
- package/hooks/statusline.sh +98 -0
- package/hooks/validate-assets.sh +10 -0
- package/hooks/validate-commit.sh +24 -0
- package/hooks/validate-push.sh +21 -0
- package/hooks/validate-secrets.sh +23 -0
- package/hooks/validate-skill-change.sh +19 -0
- package/package.json +63 -0
- package/profiles/agile.yaml +60 -0
- package/profiles/ai.yaml +27 -0
- package/profiles/android-native.yaml +36 -0
- package/profiles/backend-go.yaml +56 -0
- package/profiles/backend-ts.yaml +59 -0
- package/profiles/business.yaml +24 -0
- package/profiles/clevel.yaml +48 -0
- package/profiles/clickup.yaml +21 -0
- package/profiles/core.yaml +83 -0
- package/profiles/database.yaml +28 -0
- package/profiles/design.yaml +30 -0
- package/profiles/docs.yaml +31 -0
- package/profiles/finance.yaml +23 -0
- package/profiles/flutter.yaml +37 -0
- package/profiles/frontend.yaml +39 -0
- package/profiles/infra.yaml +47 -0
- package/profiles/integrations.yaml +23 -0
- package/profiles/ios-native.yaml +37 -0
- package/profiles/jira.yaml +21 -0
- package/profiles/marketing.yaml +64 -0
- package/profiles/mobile.yaml +39 -0
- package/profiles/regulatory.yaml +33 -0
- package/profiles/security.yaml +30 -0
- package/profiles/self-improving.yaml +22 -0
- package/profiles/statusline.yaml +21 -0
- package/profiles/testing.yaml +32 -0
- package/profiles/unity-design.yaml +37 -0
- package/profiles/unity-dev.yaml +44 -0
- package/profiles/visual-novel.yaml +54 -0
- package/rules/ai-code.md +60 -0
- package/rules/api-code.md +41 -0
- package/rules/backend-code.md +35 -0
- package/rules/data-files.md +58 -0
- package/rules/frontend-code.md +35 -0
- package/rules/gamedev/ai-code.md +15 -0
- package/rules/gamedev/design-docs.md +18 -0
- package/rules/gamedev/engine-code.md +41 -0
- package/rules/gamedev/gameplay-code.md +31 -0
- package/rules/gamedev/narrative.md +15 -0
- package/rules/gamedev/network-code.md +15 -0
- package/rules/gamedev/shader-code.md +43 -0
- package/rules/gamedev/ui-code.md +15 -0
- package/rules/gamedev/vn-code.md +37 -0
- package/rules/implementation-workflow.md +48 -0
- package/rules/infra-code.md +47 -0
- package/rules/migration-code.md +41 -0
- package/rules/prototype-code.md +40 -0
- package/rules/test-standards.md +55 -0
- package/skills/ab-test-setup/SKILL.md +99 -0
- package/skills/ab-test-setup/references/sample-size-guide.md +252 -0
- package/skills/ab-test-setup/references/test-templates.md +268 -0
- package/skills/ab-test-setup/scripts/sample_size_calculator.py +337 -0
- package/skills/accessibility/SKILL.md +32 -0
- package/skills/accessibility/references/anti-patterns.md +9 -0
- package/skills/accessibility/references/component-requirements.md +15 -0
- package/skills/accessibility/references/focus-forms-testing.md +31 -0
- package/skills/accessibility/references/wcag-criteria.md +17 -0
- package/skills/ad-creative/SKILL.md +85 -0
- package/skills/ad-creative/references/creative-frameworks.md +253 -0
- package/skills/ad-creative/references/platform-specs.md +170 -0
- package/skills/ad-creative/scripts/ad_copy_validator.py +490 -0
- package/skills/agent-designer/README.md +430 -0
- package/skills/agent-designer/SKILL.md +64 -0
- package/skills/agent-designer/agent_evaluator.py +1223 -0
- package/skills/agent-designer/agent_planner.py +911 -0
- package/skills/agent-designer/assets/sample_execution_logs.json +543 -0
- package/skills/agent-designer/assets/sample_system_requirements.json +57 -0
- package/skills/agent-designer/assets/sample_tool_descriptions.json +545 -0
- package/skills/agent-designer/expected_outputs/sample_agent_architecture.json +488 -0
- package/skills/agent-designer/expected_outputs/sample_evaluation_report.json +570 -0
- package/skills/agent-designer/expected_outputs/sample_tool_schemas.json +416 -0
- package/skills/agent-designer/references/agent_architecture_patterns.md +445 -0
- package/skills/agent-designer/references/evaluation_methodology.md +749 -0
- package/skills/agent-designer/references/tool_design_best_practices.md +470 -0
- package/skills/agent-designer/tool_schema_generator.py +978 -0
- package/skills/agent-protocol/SKILL.md +102 -0
- package/skills/agent-protocol/references/communication-standard.md +115 -0
- package/skills/agent-protocol/references/invocation-patterns.md +247 -0
- package/skills/agent-protocol/references/quality-loop.md +123 -0
- package/skills/agent-workflow-designer/SKILL.md +59 -0
- package/skills/agent-workflow-designer/references/workflow-patterns.md +82 -0
- package/skills/agent-workflow-designer/scripts/workflow_scaffolder.py +113 -0
- package/skills/ai-security/SKILL.md +113 -0
- package/skills/ai-security/references/atlas-coverage.md +150 -0
- package/skills/ai-security/scripts/ai_threat_scanner.py +564 -0
- package/skills/ai-seo/SKILL.md +172 -0
- package/skills/ai-seo/references/ai-search-landscape.md +191 -0
- package/skills/ai-seo/references/content-patterns.md +276 -0
- package/skills/ai-seo/references/monitoring-guide.md +208 -0
- package/skills/ai-seo/references/optimization-playbook.md +58 -0
- package/skills/analytics-tracking/SKILL.md +105 -0
- package/skills/analytics-tracking/references/debugging-playbook.md +224 -0
- package/skills/analytics-tracking/references/event-taxonomy-guide.md +203 -0
- package/skills/analytics-tracking/references/gtm-patterns.md +298 -0
- package/skills/analytics-tracking/scripts/tracking_plan_generator.py +386 -0
- package/skills/android-native-dev/SKILL.md +878 -0
- package/skills/android-native-dev/references/accessibility.md +209 -0
- package/skills/android-native-dev/references/adaptive-screens.md +231 -0
- package/skills/android-native-dev/references/design-style-guide.md +365 -0
- package/skills/android-native-dev/references/functional-requirements.md +229 -0
- package/skills/android-native-dev/references/motion-system.md +203 -0
- package/skills/android-native-dev/references/performance-stability.md +223 -0
- package/skills/android-native-dev/references/privacy-security.md +244 -0
- package/skills/android-native-dev/references/testing.md +554 -0
- package/skills/android-native-dev/references/visual-design.md +246 -0
- package/skills/api-design/SKILL.md +88 -0
- package/skills/api-design/references/anti-patterns.md +14 -0
- package/skills/api-design/references/versioning-deprecation.md +23 -0
- package/skills/api-docs/SKILL.md +101 -0
- package/skills/api-versioning/SKILL.md +51 -0
- package/skills/api-versioning/references/anti-patterns-and-checklist.md +27 -0
- package/skills/api-versioning/references/implementation-by-framework.md +31 -0
- package/skills/app-store-optimization/HOW_TO_USE.md +281 -0
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- package/skills/app-store-optimization/expected_output.json +170 -0
- package/skills/app-store-optimization/references/ab-testing-guide.md +72 -0
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# Economy Model: [System Name]
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*Created: [Date]*
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*Owner: economy-designer*
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*Status: [Draft / Balanced / Live]*
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---
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## Overview
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[What resources, currencies, and exchange systems does this economy cover?
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What player behaviors does it incentivize?]
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---
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## Currencies
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| Currency | Type | Earn Rate | Sink Rate | Cap | Notes |
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| ---- | ---- | ---- | ---- | ---- | ---- |
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| [Gold] | Soft | [per hour] | [per hour] | [max or none] | [Primary transaction currency] |
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| [Gems] | Premium | [per day F2P] | [varies] | [max] | [Premium currency, purchasable] |
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| [XP] | Progression | [per action] | [level-up cost] | [none] | [Cannot be traded] |
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### Currency Rules
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- [Rule 1 — e.g., "Soft currency has no cap but inflation is controlled via sinks"]
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- [Rule 2 — e.g., "Premium currency cannot be converted back to real money"]
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- [Rule 3]
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---
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## Sources (Faucets)
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| Source | Currency | Amount | Frequency | Conditions |
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| ---- | ---- | ---- | ---- | ---- |
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| [Quest completion] | Gold | [50-200] | [per quest] | [Scales with quest difficulty] |
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| [Enemy drops] | Gold | [1-10] | [per kill] | [Modified by luck stat] |
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| [Daily login] | Gems | [5] | [daily] | [Streak bonus: +1 per consecutive day] |
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| [Achievement] | XP | [100-500] | [one-time] | [Per achievement tier] |
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---
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## Sinks (Drains)
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| Sink | Currency | Cost | Frequency | Purpose |
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| ---- | ---- | ---- | ---- | ---- |
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| [Equipment purchase] | Gold | [100-5000] | [as needed] | [Power progression] |
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| [Repair costs] | Gold | [10-100] | [per death] | [Death penalty, gold drain] |
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| [Cosmetic shop] | Gems | [50-500] | [optional] | [Vanity, premium sink] |
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| [Respec] | Gold | [1000] | [rare] | [Build experimentation tax] |
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---
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## Balance Targets
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| Metric | Target | Rationale |
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| ---- | ---- | ---- |
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| Time to first meaningful purchase | [X minutes] | [Player should feel spending power early] |
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| Hourly gold earn rate (mid-game) | [X gold/hr] | [Based on session length and purchase cadence] |
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| Days to max level (F2P) | [X days] | [Enough to retain, not so long it frustrates] |
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| Sink-to-source ratio | [0.7-0.9] | [Slight surplus keeps players feeling wealthy] |
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| Premium currency F2P earn rate | [X/week] | [Enough to buy something monthly, not everything] |
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---
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## Progression Curves
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### Level XP Requirements
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| Level | XP Required | Cumulative XP | Estimated Time |
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| ---- | ---- | ---- | ---- |
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| 1→2 | [100] | [100] | [10 min] |
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| 5→6 | [500] | [1,500] | [2 hrs] |
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| 10→11 | [1,500] | [7,500] | [8 hrs] |
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| 20→21 | [5,000] | [50,000] | [40 hrs] |
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*Formula*: `XP(n) = [formula, e.g., 100 * n^1.5]`
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### Item Price Scaling
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*Formula*: `Price(tier) = [formula, e.g., base_price * 2^(tier-1)]`
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---
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## Loot Tables
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### [Drop Source Name]
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| Item | Rarity | Drop Rate | Pity Timer | Notes |
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| ---- | ---- | ---- | ---- | ---- |
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| [Common item] | Common | [60%] | [N/A] | [Always useful, never feels bad] |
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| [Uncommon item] | Uncommon | [25%] | [N/A] | [Noticeable upgrade] |
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| [Rare item] | Rare | [12%] | [10 drops] | [Exciting, build-defining] |
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| [Legendary item] | Legendary | [3%] | [30 drops] | [Game-changing, celebration moment] |
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### Pity System
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[Describe how the pity system works to prevent extreme bad luck streaks.]
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---
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## Economy Health Metrics
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| Metric | Healthy Range | Warning Threshold | Action if Breached |
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| ---- | ---- | ---- | ---- |
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| Average player gold | [X-Y at level Z] | [>Y or <X] | [Adjust faucets/sinks] |
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| Gold Gini coefficient | [<0.4] | [>0.5] | [Wealth too concentrated] |
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| % players hitting currency cap | [<5%] | [>10%] | [Raise cap or add sinks] |
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| Premium conversion rate | [2-5%] | [<1% or >10%] | [Rebalance F2P earn rate] |
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| Average time between purchases | [X minutes] | [>Y minutes] | [Nothing worth buying] |
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---
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## Ethical Guardrails
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- [No pay-to-win: premium currency cannot buy gameplay power advantages]
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- [Pity timers on all random drops: guaranteed outcome within X attempts]
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- [Transparent drop rates displayed to players]
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- [Spending limits for minor accounts]
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- [No artificial scarcity pressure (FOMO timers) on essential items]
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---
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## Simulation Results
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[Include results from economy simulations if available: player wealth
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distribution over time, sink effectiveness, inflation rate, etc.]
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---
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## Dependencies
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- Depends on: [combat balance, quest design, crafting system]
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- Affects: [difficulty curve, player retention, monetization]
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- Must coordinate with: `game-designer`, `live-ops-designer`, `analytics-engineer`
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# Faction Design: [Faction Name]
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*Created: [Date]*
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*Owner: world-builder*
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*Status: [Draft / Approved / Implemented]*
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---
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## Identity
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| Aspect | Detail |
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| ---- | ---- |
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| **Full Name** | [Official faction name] |
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| **Common Name** | [What people call them] |
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| **Type** | [Nation / Guild / Cult / Corporation / Tribe / etc.] |
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| **Alignment** | [Not D&D alignment — their moral complexity in 1 sentence] |
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| **Symbol** | [Description of their emblem/flag/sigil] |
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| **Colors** | [Primary and secondary colors associated with this faction] |
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| **Motto** | [Their defining phrase or creed] |
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---
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## Overview
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[2-3 paragraphs describing who this faction is, what they want, and why they
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matter to the game world. Write as if briefing someone who knows nothing.]
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---
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## History
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### Origin
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[How did this faction form? What event or need brought them together?]
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### Key Historical Events
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1. **[Event Name]** ([Date/Era]): [What happened and how it shaped the faction]
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2. **[Event Name]** ([Date/Era]): [Impact]
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3. **[Event Name]** ([Date/Era]): [Impact]
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### Current State
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[Where is this faction now? Are they ascendant, declining, stable, fractured?]
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---
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## Beliefs and Values
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### Core Beliefs
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- [Belief 1 — what they hold as fundamental truth]
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- [Belief 2]
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- [Belief 3]
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+
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### What They Value
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- [Value 1 — what they reward and respect]
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- [Value 2]
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+
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### What They Despise
|
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- [Thing 1 — what they punish or reject]
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- [Thing 2]
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+
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---
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## Structure and Leadership
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### Hierarchy
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[How is the faction organized? Military ranks? Council of elders? Meritocracy?
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Describe the power structure.]
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### Key Figures
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| Name | Role | Personality | Motivation |
|
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| ---- | ---- | ---- | ---- |
|
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| [Leader] | [Title] | [2-3 adjectives] | [What drives them] |
|
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+
| [Second] | [Title] | [Personality] | [Motivation] |
|
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|
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| [Notable] | [Title] | [Personality] | [Motivation] |
|
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|
+
|
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+
### Membership
|
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+
- **How to join**: [Birth? Initiation? Purchase? Invitation?]
|
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+
- **How to leave**: [Can they? What happens?]
|
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+
- **Population**: [Rough size and composition]
|
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+
|
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+
---
|
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|
+
|
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## Territory and Resources
|
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+
|
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### Holdings
|
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[Where does this faction control territory? What are their key locations?]
|
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+
|
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### Resources
|
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|
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- **Primary resource**: [What they have abundance of]
|
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+
- **Scarcity**: [What they lack and need]
|
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- **Trade goods**: [What they export/sell]
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+
|
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+
### Military Strength
|
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[How powerful are they? Standing army? Special forces? Magical capabilities?
|
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Technology level?]
|
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+
|
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|
+
---
|
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+
|
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## Relationships
|
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|
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| Faction | Relationship | Reason | Trend |
|
|
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|
+
| ---- | ---- | ---- | ---- |
|
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| [Faction A] | [Allied / Friendly / Neutral / Tense / Hostile / War] | [Why] | [Improving / Stable / Deteriorating] |
|
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|
+
| [Faction B] | [Relationship] | [Why] | [Trend] |
|
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|
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| [Player] | [Starting disposition] | [Why] | [Player-influenced] |
|
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|
+
|
|
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|
+
---
|
|
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|
+
|
|
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|
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## Reputation System (if applicable)
|
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|
+
|
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|
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| Tier | Points | Benefits | Requirements |
|
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|
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| ---- | ---- | ---- | ---- |
|
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| Hostile | [-1000 to -500] | [Attacked on sight] | [Betrayal, war crimes] |
|
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| Unfriendly | [-500 to -100] | [No services, higher prices] | [Opposing actions] |
|
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|
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| Neutral | [-100 to 100] | [Basic services] | [Default] |
|
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|
+
| Friendly | [100 to 500] | [Discounts, quests] | [Complete tasks] |
|
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|
+
| Honored | [500 to 1000] | [Unique items, areas, abilities] | [Major questline] |
|
|
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|
+
| Exalted | [1000+] | [Best rewards, title, housing] | [Full faction commitment] |
|
|
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+
|
|
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+
---
|
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|
+
|
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## Gameplay Role
|
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+
|
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### Player Interaction
|
|
124
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[How does the player encounter and interact with this faction? Quests?
|
|
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+
Trading? Combat? Diplomacy?]
|
|
126
|
+
|
|
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|
+
### Unique Mechanics
|
|
128
|
+
[Does this faction introduce any unique gameplay mechanics? Crafting recipes?
|
|
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|
+
Combat styles? Magic systems?]
|
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|
+
|
|
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+
### Questlines
|
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|
+
[Brief overview of the major questlines associated with this faction.]
|
|
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+
|
|
134
|
+
---
|
|
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|
+
|
|
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## Aesthetic Guide
|
|
137
|
+
|
|
138
|
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### Architecture
|
|
139
|
+
[What do their buildings look like? Materials, shapes, scale.]
|
|
140
|
+
|
|
141
|
+
### Clothing/Armor
|
|
142
|
+
[What do members wear? Identifying visual elements.]
|
|
143
|
+
|
|
144
|
+
### Technology/Magic Level
|
|
145
|
+
[What tools, weapons, and abilities do they use?]
|
|
146
|
+
|
|
147
|
+
### Audio Palette
|
|
148
|
+
[What sounds are associated with this faction? Musical themes, ambient sounds.]
|
|
149
|
+
|
|
150
|
+
---
|
|
151
|
+
|
|
152
|
+
## Lore Consistency Notes
|
|
153
|
+
|
|
154
|
+
- **Canon level**: [Core / Extended / Flavor — how important is this to the main story?]
|
|
155
|
+
- **Contradictions to watch**: [Any potential conflicts with other lore]
|
|
156
|
+
- **Open questions**: [Things not yet decided about this faction]
|
|
157
|
+
- **Off-limits**: [Things that must NOT be true about this faction]
|
|
158
|
+
|
|
159
|
+
---
|
|
160
|
+
|
|
161
|
+
## Dependencies
|
|
162
|
+
|
|
163
|
+
- Related factions: [List factions that interact with this one]
|
|
164
|
+
- Related areas: [Levels/regions where this faction appears]
|
|
165
|
+
- Related questlines: [Story arcs involving this faction]
|
|
166
|
+
- Affects: [economy, combat encounters, narrative branches]
|
|
@@ -0,0 +1,316 @@
|
|
|
1
|
+
# Game Concept: [Working Title]
|
|
2
|
+
|
|
3
|
+
*Created: [Date]*
|
|
4
|
+
*Status: [Draft / Under Review / Approved]*
|
|
5
|
+
|
|
6
|
+
---
|
|
7
|
+
|
|
8
|
+
## Elevator Pitch
|
|
9
|
+
|
|
10
|
+
> [1-2 sentences that capture the entire game. Should be compelling enough to
|
|
11
|
+
> make someone want to hear more. Format: "It's a [genre] where you [core
|
|
12
|
+
> action] in a [setting] to [goal]."
|
|
13
|
+
>
|
|
14
|
+
> Test: Can someone who has never heard of this game understand what they'd
|
|
15
|
+
> be doing in 10 seconds? If not, simplify.]
|
|
16
|
+
|
|
17
|
+
---
|
|
18
|
+
|
|
19
|
+
## Core Identity
|
|
20
|
+
|
|
21
|
+
| Aspect | Detail |
|
|
22
|
+
| ---- | ---- |
|
|
23
|
+
| **Genre** | [Primary genre + subgenre(s)] |
|
|
24
|
+
| **Platform** | [PC / Console / Mobile / Cross-platform] |
|
|
25
|
+
| **Target Audience** | [See Player Profile section below] |
|
|
26
|
+
| **Player Count** | [Single-player / Co-op / Multiplayer / MMO] |
|
|
27
|
+
| **Session Length** | [Typical play session: 10 min / 30 min / 1 hr / 2+ hr] |
|
|
28
|
+
| **Monetization** | [Premium / F2P / Subscription / none yet] |
|
|
29
|
+
| **Estimated Scope** | [Small (1-3 months) / Medium (3-9 months) / Large (9+ months)] |
|
|
30
|
+
| **Comparable Titles** | [2-3 existing games in the same space] |
|
|
31
|
+
|
|
32
|
+
---
|
|
33
|
+
|
|
34
|
+
## Core Fantasy
|
|
35
|
+
|
|
36
|
+
[What power, experience, or feeling does the player get from this game?
|
|
37
|
+
What can they do here that they can't do anywhere else?
|
|
38
|
+
|
|
39
|
+
The core fantasy is the emotional promise. It's not a feature list — it's the
|
|
40
|
+
answer to "why would someone choose THIS game over anything else they could
|
|
41
|
+
be doing?"
|
|
42
|
+
|
|
43
|
+
Examples of strong core fantasies:
|
|
44
|
+
- "You are a lone survivor building a new life in a hostile wilderness" (survival)
|
|
45
|
+
- "You command a civilization across millennia" (strategy)
|
|
46
|
+
- "You explore a vast, beautiful world at your own pace" (open world)
|
|
47
|
+
- "You master intricate combat and overcome impossible odds" (soulslike)]
|
|
48
|
+
|
|
49
|
+
---
|
|
50
|
+
|
|
51
|
+
## Unique Hook
|
|
52
|
+
|
|
53
|
+
[What makes this game different from everything else in its genre? This is
|
|
54
|
+
the single most important differentiator.
|
|
55
|
+
|
|
56
|
+
A strong hook passes the "and also" test: "It's like [comparable game],
|
|
57
|
+
AND ALSO [unique thing]." If the "and also" doesn't spark curiosity, the
|
|
58
|
+
hook needs work.
|
|
59
|
+
|
|
60
|
+
The hook should be:
|
|
61
|
+
- Explainable in one sentence
|
|
62
|
+
- Genuinely novel (not just a combination of existing features)
|
|
63
|
+
- Connected to the core fantasy (not a gimmick bolted on)
|
|
64
|
+
- Something that affects gameplay, not just aesthetics]
|
|
65
|
+
|
|
66
|
+
---
|
|
67
|
+
|
|
68
|
+
## Player Experience Analysis (MDA Framework)
|
|
69
|
+
|
|
70
|
+
The MDA (Mechanics-Dynamics-Aesthetics) framework ensures we design from the
|
|
71
|
+
player's emotional experience backward to the systems that create it.
|
|
72
|
+
|
|
73
|
+
### Target Aesthetics (What the player FEELS)
|
|
74
|
+
Rank the following aesthetic goals for this game (1 = primary, mark N/A if not
|
|
75
|
+
relevant). These come from the MDA framework's 8 aesthetic categories:
|
|
76
|
+
|
|
77
|
+
| Aesthetic | Priority | How We Deliver It |
|
|
78
|
+
| ---- | ---- | ---- |
|
|
79
|
+
| **Sensation** (sensory pleasure) | [1-8 or N/A] | [Visual beauty, audio design, haptics] |
|
|
80
|
+
| **Fantasy** (make-believe, role-playing) | [Priority] | [World, characters, player identity] |
|
|
81
|
+
| **Narrative** (drama, story arc) | [Priority] | [Plot structure, player-driven stories] |
|
|
82
|
+
| **Challenge** (obstacle course, mastery) | [Priority] | [Difficulty curve, skill ceiling] |
|
|
83
|
+
| **Fellowship** (social connection) | [Priority] | [Co-op, guilds, shared experiences] |
|
|
84
|
+
| **Discovery** (exploration, secrets) | [Priority] | [Hidden areas, emergent systems, lore] |
|
|
85
|
+
| **Expression** (self-expression, creativity) | [Priority] | [Build variety, cosmetics, creation tools] |
|
|
86
|
+
| **Submission** (relaxation, comfort zone) | [Priority] | [Low-stress loops, ambient gameplay] |
|
|
87
|
+
|
|
88
|
+
### Key Dynamics (Emergent player behaviors)
|
|
89
|
+
[What behaviors do we WANT to emerge from our mechanics? What should players
|
|
90
|
+
naturally start doing without being told?
|
|
91
|
+
|
|
92
|
+
Example: "Players will experiment with ability combinations to find synergies"
|
|
93
|
+
Example: "Players will share discoveries with the community"]
|
|
94
|
+
|
|
95
|
+
### Core Mechanics (Systems we build)
|
|
96
|
+
[What are the 3-5 mechanical systems that generate the dynamics and aesthetics
|
|
97
|
+
above? These are the rules, verbs, and systems we actually implement.]
|
|
98
|
+
|
|
99
|
+
1. [Mechanic 1 — e.g., "Real-time combat with stamina management"]
|
|
100
|
+
2. [Mechanic 2 — e.g., "Procedurally generated dungeons with hand-crafted rooms"]
|
|
101
|
+
3. [Mechanic 3 — e.g., "Crafting system with discoverable recipes"]
|
|
102
|
+
|
|
103
|
+
---
|
|
104
|
+
|
|
105
|
+
## Player Motivation Profile
|
|
106
|
+
|
|
107
|
+
Understanding WHY players play helps us make every design decision. Based on
|
|
108
|
+
Self-Determination Theory (SDT) and the Player Experience of Need Satisfaction
|
|
109
|
+
(PENS) model.
|
|
110
|
+
|
|
111
|
+
### Primary Psychological Needs Served
|
|
112
|
+
|
|
113
|
+
| Need | How This Game Satisfies It | Strength |
|
|
114
|
+
| ---- | ---- | ---- |
|
|
115
|
+
| **Autonomy** (freedom, meaningful choice) | [How does the player feel in control?] | [Core / Supporting / Minimal] |
|
|
116
|
+
| **Competence** (mastery, skill growth) | [How does the player feel skilled?] | [Core / Supporting / Minimal] |
|
|
117
|
+
| **Relatedness** (connection, belonging) | [How does the player feel connected?] | [Core / Supporting / Minimal] |
|
|
118
|
+
|
|
119
|
+
### Player Type Appeal (Bartle Taxonomy)
|
|
120
|
+
|
|
121
|
+
Which player types does this game primarily serve?
|
|
122
|
+
|
|
123
|
+
- [ ] **Achievers** (goal completion, collection, progression) — How: [...]
|
|
124
|
+
- [ ] **Explorers** (discovery, understanding systems, finding secrets) — How: [...]
|
|
125
|
+
- [ ] **Socializers** (relationships, cooperation, community) — How: [...]
|
|
126
|
+
- [ ] **Killers/Competitors** (domination, PvP, leaderboards) — How: [...]
|
|
127
|
+
|
|
128
|
+
### Flow State Design
|
|
129
|
+
|
|
130
|
+
Flow occurs when challenge matches skill. How does this game maintain flow?
|
|
131
|
+
|
|
132
|
+
- **Onboarding curve**: [How do the first 10 minutes teach the player?]
|
|
133
|
+
- **Difficulty scaling**: [How does challenge grow with player skill?]
|
|
134
|
+
- **Feedback clarity**: [How does the player know they're improving?]
|
|
135
|
+
- **Recovery from failure**: [How quickly can they try again? Is failure punishing or educational?]
|
|
136
|
+
|
|
137
|
+
---
|
|
138
|
+
|
|
139
|
+
## Core Loop
|
|
140
|
+
|
|
141
|
+
### Moment-to-Moment (30 seconds)
|
|
142
|
+
[What is the player physically doing most of the time? The most basic, repeated
|
|
143
|
+
action. This MUST be intrinsically satisfying — if the 30-second loop isn't
|
|
144
|
+
fun in isolation, no amount of progression will save the game.]
|
|
145
|
+
|
|
146
|
+
### Short-Term (5-15 minutes)
|
|
147
|
+
[What objective or cycle structures the moment-to-moment play? Encounters,
|
|
148
|
+
puzzles, rounds, quests. This is where "one more turn" or "one more run"
|
|
149
|
+
psychology lives.]
|
|
150
|
+
|
|
151
|
+
### Session-Level (30-120 minutes)
|
|
152
|
+
[What does a full play session look like? What does the player accomplish?
|
|
153
|
+
This should end with a natural stopping point AND a reason to come back.]
|
|
154
|
+
|
|
155
|
+
### Long-Term Progression
|
|
156
|
+
[How does the player grow over days/weeks? Character progression, unlocks,
|
|
157
|
+
story advancement, mastery. What is the player working toward?]
|
|
158
|
+
|
|
159
|
+
### Retention Hooks
|
|
160
|
+
[What specifically brings the player back for their next session?]
|
|
161
|
+
- **Curiosity**: [Unanswered questions, unexplored areas, locked content]
|
|
162
|
+
- **Investment**: [Progress they don't want to lose, characters they care about]
|
|
163
|
+
- **Social**: [Friends playing, guild obligations, shared goals]
|
|
164
|
+
- **Mastery**: [Skills to improve, challenges to overcome, rankings to climb]
|
|
165
|
+
|
|
166
|
+
---
|
|
167
|
+
|
|
168
|
+
## Game Pillars
|
|
169
|
+
|
|
170
|
+
Design pillars are non-negotiable principles that guide EVERY decision. When
|
|
171
|
+
two design choices conflict, pillars break the tie. Keep to 3-5 pillars.
|
|
172
|
+
|
|
173
|
+
Real AAA examples:
|
|
174
|
+
- God of War: "Intense combat", "Father-son story", "World exploration"
|
|
175
|
+
- Hades: "Fast fluid combat", "Narrative depth through repeated runs"
|
|
176
|
+
- The Last of Us: "Story as essential", "AI partners build relationships", "Stealth encouraged"
|
|
177
|
+
|
|
178
|
+
### Pillar 1: [Name]
|
|
179
|
+
[One sentence defining this non-negotiable design principle.]
|
|
180
|
+
|
|
181
|
+
*Design test*: [A concrete decision this pillar would resolve. "If we're
|
|
182
|
+
debating between X and Y, this pillar says we choose __."]
|
|
183
|
+
|
|
184
|
+
### Pillar 2: [Name]
|
|
185
|
+
[Definition]
|
|
186
|
+
|
|
187
|
+
*Design test*: [Decision it resolves]
|
|
188
|
+
|
|
189
|
+
### Pillar 3: [Name]
|
|
190
|
+
[Definition]
|
|
191
|
+
|
|
192
|
+
*Design test*: [Decision it resolves]
|
|
193
|
+
|
|
194
|
+
### Anti-Pillars (What This Game Is NOT)
|
|
195
|
+
|
|
196
|
+
Anti-pillars are equally important — they prevent scope creep and keep the
|
|
197
|
+
vision focused. Every "no" protects the "yes."
|
|
198
|
+
|
|
199
|
+
- **NOT [thing]**: [Why this is explicitly excluded and what it would compromise]
|
|
200
|
+
- **NOT [thing]**: [Why]
|
|
201
|
+
- **NOT [thing]**: [Why]
|
|
202
|
+
|
|
203
|
+
---
|
|
204
|
+
|
|
205
|
+
## Inspiration and References
|
|
206
|
+
|
|
207
|
+
| Reference | What We Take From It | What We Do Differently | Why It Matters |
|
|
208
|
+
| ---- | ---- | ---- | ---- |
|
|
209
|
+
| [Game 1] | [Specific mechanic, feeling, or approach] | [Our twist] | [What it validates about our concept] |
|
|
210
|
+
| [Game 2] | [What we learn] | [Our twist] | [Validation] |
|
|
211
|
+
| [Game 3] | [What we learn] | [Our twist] | [Validation] |
|
|
212
|
+
|
|
213
|
+
**Non-game inspirations**: [Films, books, music, art, real-world experiences
|
|
214
|
+
that influence the tone, world, or feel. Great games often pull from outside
|
|
215
|
+
the medium.]
|
|
216
|
+
|
|
217
|
+
---
|
|
218
|
+
|
|
219
|
+
## Target Player Profile
|
|
220
|
+
|
|
221
|
+
[Be specific. "Gamers" is not a target audience.]
|
|
222
|
+
|
|
223
|
+
| Attribute | Detail |
|
|
224
|
+
| ---- | ---- |
|
|
225
|
+
| **Age range** | [e.g., 18-35] |
|
|
226
|
+
| **Gaming experience** | [Casual / Mid-core / Hardcore] |
|
|
227
|
+
| **Time availability** | [e.g., "30-minute sessions on weeknights, longer on weekends"] |
|
|
228
|
+
| **Platform preference** | [Where they play most] |
|
|
229
|
+
| **Current games they play** | [2-3 specific titles] |
|
|
230
|
+
| **What they're looking for** | [The unmet need this game fills] |
|
|
231
|
+
| **What would turn them away** | [Dealbreakers for this audience] |
|
|
232
|
+
|
|
233
|
+
---
|
|
234
|
+
|
|
235
|
+
## Technical Considerations
|
|
236
|
+
|
|
237
|
+
| Consideration | Assessment |
|
|
238
|
+
| ---- | ---- |
|
|
239
|
+
| **Recommended Engine** | [Unity / Unreal and why — consider scope, team expertise, platform targets] |
|
|
240
|
+
| **Key Technical Challenges** | [What's technically hard about this game?] |
|
|
241
|
+
| **Art Style** | [Pixel / 2D / 2.5D / 3D stylized / 3D realistic] |
|
|
242
|
+
| **Art Pipeline Complexity** | [Low (asset store + modifications) / Medium (custom 2D) / High (custom 3D)] |
|
|
243
|
+
| **Audio Needs** | [Minimal / Moderate / Music-heavy / Adaptive] |
|
|
244
|
+
| **Networking** | [None / P2P / Client-Server / Dedicated Servers] |
|
|
245
|
+
| **Content Volume** | [Estimate: X levels, Y items, Z hours of gameplay] |
|
|
246
|
+
| **Procedural Systems** | [Any procedural generation? What scope?] |
|
|
247
|
+
|
|
248
|
+
---
|
|
249
|
+
|
|
250
|
+
## Risks and Open Questions
|
|
251
|
+
|
|
252
|
+
### Design Risks
|
|
253
|
+
[Things that could make the game unfun or uncompelling]
|
|
254
|
+
- [Risk 1 — e.g., "Core loop may not sustain sessions > 30 minutes"]
|
|
255
|
+
- [Risk 2 — e.g., "Player motivation unclear after main story ends"]
|
|
256
|
+
|
|
257
|
+
### Technical Risks
|
|
258
|
+
[Things that could be hard or impossible to build]
|
|
259
|
+
- [Risk 1 — e.g., "Procedural generation quality is unproven"]
|
|
260
|
+
- [Risk 2 — e.g., "Networking for 100+ players may require dedicated infrastructure"]
|
|
261
|
+
|
|
262
|
+
### Market Risks
|
|
263
|
+
[Things that could prevent commercial success]
|
|
264
|
+
- [Risk 1 — e.g., "Genre is saturated with established competitors"]
|
|
265
|
+
- [Risk 2 — e.g., "Target audience may be too niche for financial sustainability"]
|
|
266
|
+
|
|
267
|
+
### Scope Risks
|
|
268
|
+
[Things that could blow the timeline]
|
|
269
|
+
- [Risk 1 — e.g., "Content volume exceeds team capacity"]
|
|
270
|
+
- [Risk 2 — e.g., "Feature X depends on technology we haven't prototyped"]
|
|
271
|
+
|
|
272
|
+
### Open Questions
|
|
273
|
+
[Things that need prototyping or research before we can answer]
|
|
274
|
+
- [Question 1 — and how we plan to answer it]
|
|
275
|
+
- [Question 2 — and what prototype would resolve it]
|
|
276
|
+
|
|
277
|
+
---
|
|
278
|
+
|
|
279
|
+
## MVP Definition
|
|
280
|
+
|
|
281
|
+
[The absolute minimum version that validates the core hypothesis. The MVP
|
|
282
|
+
answers ONE question: "Is the core loop fun?"]
|
|
283
|
+
|
|
284
|
+
**Core hypothesis**: [The single statement the MVP tests, e.g., "Players find
|
|
285
|
+
the combat-crafting loop engaging for 30+ minute sessions"]
|
|
286
|
+
|
|
287
|
+
**Required for MVP**:
|
|
288
|
+
1. [Essential feature 1 — directly tests the hypothesis]
|
|
289
|
+
2. [Essential feature 2]
|
|
290
|
+
3. [Essential feature 3]
|
|
291
|
+
|
|
292
|
+
**Explicitly NOT in MVP** (defer to later):
|
|
293
|
+
- [Feature that's nice but doesn't test the hypothesis]
|
|
294
|
+
- [Feature that adds scope without validating the core]
|
|
295
|
+
|
|
296
|
+
### Scope Tiers (if budget/time shrinks)
|
|
297
|
+
|
|
298
|
+
| Tier | Content | Features | Timeline |
|
|
299
|
+
| ---- | ---- | ---- | ---- |
|
|
300
|
+
| **MVP** | [Minimal] | [Core loop only] | [X weeks] |
|
|
301
|
+
| **Vertical Slice** | [One complete area] | [Core + progression] | [X weeks] |
|
|
302
|
+
| **Alpha** | [All areas, placeholder] | [All features, rough] | [X weeks] |
|
|
303
|
+
| **Full Vision** | [Complete content] | [All features, polished] | [X weeks] |
|
|
304
|
+
|
|
305
|
+
---
|
|
306
|
+
|
|
307
|
+
## Next Steps
|
|
308
|
+
|
|
309
|
+
- [ ] Get concept approval from creative-director
|
|
310
|
+
- [ ] Fill in CLAUDE.md technology stack based on engine choice (`/setup-engine`)
|
|
311
|
+
- [ ] Create game pillars document (`/design-review` to validate)
|
|
312
|
+
- [ ] Decompose concept into systems (`/map-systems` — maps dependencies, assigns priorities, guides per-system GDD writing)
|
|
313
|
+
- [ ] Create first architecture decision record (`/architecture-decision`)
|
|
314
|
+
- [ ] Prototype core loop (`/prototype [core-mechanic]`)
|
|
315
|
+
- [ ] Validate core loop with playtest (`/playtest-report`)
|
|
316
|
+
- [ ] Plan first milestone (`/sprint-plan new`)
|