mustflow 2.116.3 → 2.117.0
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/package.json +1 -1
- package/templates/default/i18n.toml +145 -7
- package/templates/default/locales/en/.mustflow/skills/INDEX.md +121 -11
- package/templates/default/locales/en/.mustflow/skills/agent-eval-integrity-review/SKILL.md +62 -34
- package/templates/default/locales/en/.mustflow/skills/agent-execution-control-review/SKILL.md +102 -31
- package/templates/default/locales/en/.mustflow/skills/agent-memory-context-governance-review/SKILL.md +163 -0
- package/templates/default/locales/en/.mustflow/skills/agent-planning-recovery-review/SKILL.md +180 -0
- package/templates/default/locales/en/.mustflow/skills/agent-release-bundle-rollout-review/SKILL.md +181 -0
- package/templates/default/locales/en/.mustflow/skills/agent-runtime-isolation-review/SKILL.md +196 -0
- package/templates/default/locales/en/.mustflow/skills/agent-runtime-multi-worker-review/SKILL.md +180 -0
- package/templates/default/locales/en/.mustflow/skills/automation-investment-case-review/SKILL.md +173 -0
- package/templates/default/locales/en/.mustflow/skills/client-platform-strategy-review/SKILL.md +236 -0
- package/templates/default/locales/en/.mustflow/skills/credit-ledger-integrity-review/SKILL.md +8 -4
- package/templates/default/locales/en/.mustflow/skills/credit-monetization-integrity-review/SKILL.md +283 -0
- package/templates/default/locales/en/.mustflow/skills/desktop-commercial-distribution-review/SKILL.md +225 -0
- package/templates/default/locales/en/.mustflow/skills/external-prompt-injection-defense/SKILL.md +49 -3
- package/templates/default/locales/en/.mustflow/skills/freemium-ad-monetization-review/SKILL.md +196 -0
- package/templates/default/locales/en/.mustflow/skills/game-economy-monetization-review/SKILL.md +208 -0
- package/templates/default/locales/en/.mustflow/skills/game-liveops-commerce-integrity-review/SKILL.md +237 -0
- package/templates/default/locales/en/.mustflow/skills/growth-distribution-integrity-review/SKILL.md +247 -0
- package/templates/default/locales/en/.mustflow/skills/idempotency-integrity-review/SKILL.md +20 -2
- package/templates/default/locales/en/.mustflow/skills/llm-model-routing-integrity-review/SKILL.md +183 -0
- package/templates/default/locales/en/.mustflow/skills/llm-product-monetization-review/SKILL.md +311 -0
- package/templates/default/locales/en/.mustflow/skills/llm-token-cost-control-review/SKILL.md +15 -1
- package/templates/default/locales/en/.mustflow/skills/localization-market-expansion-review/SKILL.md +224 -0
- package/templates/default/locales/en/.mustflow/skills/multi-agent-work-coordination/SKILL.md +7 -2
- package/templates/default/locales/en/.mustflow/skills/pricing-model-integrity-review/SKILL.md +288 -0
- package/templates/default/locales/en/.mustflow/skills/product-engagement-retention-review/SKILL.md +234 -0
- package/templates/default/locales/en/.mustflow/skills/product-onboarding-activation-review/SKILL.md +269 -0
- package/templates/default/locales/en/.mustflow/skills/product-portfolio-integrity-review/SKILL.md +233 -0
- package/templates/default/locales/en/.mustflow/skills/prompt-contract-quality-review/SKILL.md +1 -0
- package/templates/default/locales/en/.mustflow/skills/referral-incentive-integrity-review/SKILL.md +206 -0
- package/templates/default/locales/en/.mustflow/skills/retry-policy-integrity-review/SKILL.md +45 -2
- package/templates/default/locales/en/.mustflow/skills/routes.toml +329 -7
- package/templates/default/locales/en/.mustflow/skills/service-portfolio-capital-allocation-review/SKILL.md +245 -0
- package/templates/default/locales/en/.mustflow/skills/subscription-retention-profit-review/SKILL.md +217 -0
- package/templates/default/manifest.toml +86 -1
package/templates/default/locales/en/.mustflow/skills/game-economy-monetization-review/SKILL.md
ADDED
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---
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mustflow_doc: skill.game-economy-monetization-review
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locale: en
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canonical: true
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revision: 2
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lifecycle: mustflow-owned
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authority: procedure
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name: game-economy-monetization-review
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description: Apply this skill when a game changes paid revives, rewarded-ad revives, lives, energy, natural recovery, credit refills, unlimited play, VIP or subscription benefits, failure monetization, content-consumption pacing, pay-to-win boundaries, IAP cannibalization, ARPDAU, retained play, or long-horizon player LTV and must preserve meaningful failure, fair competition, content life, and a sustainable game economy.
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metadata:
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mustflow_schema: "1"
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mustflow_kind: procedure
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pack_id: mustflow.core
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skill_id: mustflow.core.game-economy-monetization-review
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command_intents:
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- changes_status
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- changes_diff_summary
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- lint
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- build
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- test_related
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- test
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- docs_validate_fast
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- test_release
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- mustflow_check
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---
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# Game Economy Monetization Review
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<!-- mustflow-section: purpose -->
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## Purpose
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Monetize recovery and play pacing without turning avoidable frustration into a bill, selling ranked
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outcomes, erasing the meaning of failure, burning finite content, or replacing high-value consumable
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spend with a cheap unlimited subscription. Judge rewarded ads, credits, energy, and membership from
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incremental long-horizon contribution and durable play rather than one-day revenue.
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<!-- mustflow-section: use-when -->
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## Use When
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- Death, failure, timeout, or loss can trigger a credit revive, rewarded-ad revive, free insurance,
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retry, checkpoint restore, extra move, or subscription benefit.
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- A lives or energy system changes natural recovery, capacity, refill size, price, rewarded-ad refill,
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cooldown, overflow, notification, or unlimited-play treatment.
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- A VIP pass or subscription bundles revives, energy, ad removal, daily currency, progression,
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convenience, cosmetics, event access, or loyalty rewards.
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- A game-economy experiment compares ARPDAU, ad revenue, IAP, subscription, retention, content
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completion, progression, competition, or long-horizon player contribution.
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<!-- mustflow-section: do-not-use-when -->
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## Do Not Use When
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- The task only changes generic credit packs, expiry, rollover, spend order, or quote settlement;
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use `credit-monetization-integrity-review`.
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- The task only chooses subscription, usage, price level, annual billing, or geographic pricing
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outside a game loop; use `pricing-model-integrity-review`.
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- The main risk is battle-pass or membership cadence, cosmetics, power goods, deterministic bundles,
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paid or free randomized rewards, loot boxes, odds, pity, or liveops content production; use
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`game-liveops-commerce-integrity-review`.
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- The main risk is ad SDK loading, consent, attribution, provider callbacks, payment settlement,
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refunds, chargebacks, or fraud; use the advertising, payment, privacy, or provider owner.
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- The main risk is cancellation, pause, downgrade, or save offers; use
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`subscription-retention-profit-review`.
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- The task requests a jurisdiction- or age-specific gambling, loot-box, advertising, consumer, tax,
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or accounting decision. Use current qualified authority; this skill prepares the product evidence.
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<!-- mustflow-section: required-inputs -->
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## Required Inputs
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- Loop ledger: genre, mode, session goal, failure meaning, checkpoint, retry cadence, skill and luck,
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competitive consequence, progression, content supply, repeatability, and user-generated content.
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- Failure ledger: cause, run age, progress at risk, game defect or latency, prior revives, revive value,
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price, cooldown, per-run and daily limits, outcome after revive, and later return.
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- Energy ledger: capacity, natural recovery, satisfying-session allowance, refill source and amount,
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overflow, stockpiling, notification, progression velocity, concurrency, and content-burn rate.
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- Ad ledger: eligibility, explicit choice, reward, storage, per-run and time cap, availability,
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completion, failure, revenue, latency, IAP displacement, privacy, age, and platform constraints.
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- Credit ledger: acquired-right class, revive or refill price, balance, depletion, purchase, useful
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play after spend, reversal, and variable or content cost.
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- Membership ledger: included benefits, caps, ad treatment, daily grants, cosmetics, event access,
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renewal, member and nonmember spend, IAP cannibalization, tenure, and content consumption.
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- Experiment ledger: pre-eligibility assignment, mode and payer strata, holdout, exposure, progression,
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content version, economy version, observation horizon, guardrails, and promotion rule.
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<!-- mustflow-section: preconditions -->
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## Preconditions
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- Define what failure teaches or protects before selling a way around it.
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- Establish a playable natural-recovery or ordinary-retry baseline that can deliver a satisfying
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session before the first monetization gate.
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- Assign experiments before death, depletion, ad choice, or membership eligibility; retain users who
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never reach the trigger in the intent-to-treat denominator.
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- Treat copied revive counts, refill ratios, subscription prices, ad caps, benchmark uplifts, and
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renewal horizons as hypotheses, not defaults.
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- Keep live economy changes, prices, grants, ads, experiments, and messages under configured command
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and product authority; this skill grants none of them.
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<!-- mustflow-section: allowed-edits -->
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## Allowed Edits
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- Add or refine recovery policy, energy pacing, rewarded-ad and credit differentiation, membership
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benefits, economy events, content-burn measures, experiment assignment, guardrails, fixtures,
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tests, docs, route metadata, and synchronized templates.
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- Remove paid correction of product defects, forced rewarded ads, unlimited competitive advantage,
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uncapped repeat revives, hidden energy gates, or subscriptions that merely discount unlimited
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consumables below existing payer spend.
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- Do not sell an outcome in ranked competition, charge for a failure caused by a confirmed product
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defect, or silently change purchased balances and membership rights.
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<!-- mustflow-section: procedure -->
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## Procedure
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1. Separate five decisions: ordinary recovery, credit recovery, rewarded-ad recovery, energy pacing,
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and membership benefits. Do not make one short-term revenue winner choose the other four.
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2. Classify the loop before monetizing it. Distinguish ranked competition, cooperative play,
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roguelike or permadeath identity, stage-based casual play, finite narrative content, and renewable
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PvE, PvP, or user-generated content.
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3. Preserve outcome integrity. Exclude paid revives or paid play-volume advantages where they decide
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ranked results or materially compound competitive progression. In a death-defined loop, test
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checkpoint or meta-progression help before a revive that erases the core consequence.
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4. Preserve a satisfying free session. Set natural retry or recovery from observed time-to-fun,
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session completion, progression, and return cadence. Do not place the first depletion wall before
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the player can understand and enjoy the loop.
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5. Classify failure cause. Separate player choice, learnable mistake, bad luck, accessibility need,
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network failure, latency, crash, unclear rule, and product defect. Repair or compensate product-
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caused loss; do not present a paid cure as proof the failure was fair.
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6. Bound revives by loop meaning. Define checkpoint, retained progress, reward at risk, price, per-run
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count, escalating or fixed cost, and post-revive outcome. A one-revive policy can be a candidate,
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not a universal rule.
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7. Differentiate rewarded ads from credits. Keep an ad reward immediate, nontransferable, and usually
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bound to the current run or a partial refill; let paid credits provide faster or more flexible
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recovery. Do not make a repeatable ad and paid credit perfectly interchangeable.
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8. Keep rewarded ads voluntary. Show the reward and consequence before choice, grant it once from an
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authoritative completion event, and preserve the ordinary path when the ad is unavailable,
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fails, or the user declines.
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9. Measure ad incrementality as ad net revenue plus later contribution minus displaced IAP,
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delayed first purchase, reward cost, economy inflation, latency, support, and retained-play harm.
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Segment declared payers and nonpayers without hiding a rule from one group.
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10. Treat energy as a pacing control, not proof of demand. Compare natural recovery, paid refill,
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limited rewarded refill, larger capacity, faster member recovery, and bounded play windows using
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retained play, progression quality, and content supply.
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11. Stress content burn. Measure stage completion, event exhaustion, matchmaking supply, progression
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gaps, update cadence, and support load when energy or play limits are relaxed. Finite authored
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content and renewable competitive or user-generated content need different caps.
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12. Make membership a broad recurring-value contract. Combine suitable convenience, ad treatment,
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capacity or recovery benefit, bounded insurance, daily value, cosmetics, loyalty, or event access
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so skilled players can value it without needing to fail repeatedly.
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13. Avoid unlimited consumable arbitrage. Compare member price with the distribution of displaced
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revive, refill, and ad value, especially repeat spenders and heavy users. Cap or meter benefits
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when unlimited use would collapse IAP, pacing, competition, or capacity.
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14. If members receive an ad-free version of a rewarded benefit, apply the same economic eligibility
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and cap unless the membership contract explicitly prices a different right. Do not create an
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unbounded grant merely by removing the ad playback.
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15. Keep economy versions reconstructable. Snapshot prices, rewards, recovery rates, caps,
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subscription benefits, content version, and eligibility at assignment and use.
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16. Analyze from pre-trigger assignment over multiple content and billing cycles. Include total IAP,
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ad net revenue, subscription net revenue, refunds, chargebacks, variable cost, retained play,
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progression, content burn, payer migration, and contribution per eligible player.
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17. Predeclare fairness and quality guardrails: win rate by spend, progression spread, frustration,
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defect-linked offers, accessibility, ad opt-out, session abandonment, content exhaustion,
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economy inflation, and support complaints.
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18. Promote only a reversible policy that improves long-horizon eligible-player contribution without
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selling competitive outcomes, monetizing defects, erasing meaningful failure, or exhausting the
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content and economy faster than the product can sustain.
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<!-- mustflow-section: postconditions -->
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## Postconditions
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- Ordinary recovery, credits, ads, energy, and membership have separate rights, limits, and metrics.
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- Ranked outcome, meaningful-death, defect, accessibility, and content-supply boundaries are explicit.
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- Rewarded ads are voluntary, bounded, economically distinct from paid credits, and failure-safe.
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- Membership value is not an uncapped discounted substitute for revive or refill spend.
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- The headline result uses pre-trigger eligible players and long-horizon contribution with IAP
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cannibalization, content burn, retained play, and fairness guardrails.
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<!-- mustflow-section: verification -->
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## Verification
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Use configured oneshot command intents when available: `changes_status`, `changes_diff_summary`,
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`lint`, `build`, `test_related`, `test`, `docs_validate_fast`, `test_release`, and `mustflow_check`.
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Do not infer live economy, ad-network, billing, analytics, grant, experiment, deployment, or production
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commands.
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<!-- mustflow-section: failure-handling -->
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## Failure Handling
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- If the mode or failure meaning is unknown, keep monetization bounded and do not add unlimited play
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or repeated revives.
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- If an offer follows crashes, latency, or confirmed defects, suppress charging and route recovery to
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compensation and incident owners.
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- If ad viewers and nonviewers were compared only after self-selection, report observational
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association rather than ad lift.
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- If membership growth is offset by lost IAP, faster content exhaustion, unfair progression, or lower
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retained contribution, reject or narrow the benefit.
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- If age, privacy, ad, gambling, or platform authority is unresolved, preserve the lower-risk current
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path and escalate instead of launching the treatment.
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<!-- mustflow-section: output-format -->
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## Output Format
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- Game mode, loop, failure meaning, recovery baseline, and satisfying-session boundary
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- Revive cause, checkpoint, price, cap, defect, accessibility, and competitive decision
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- Energy capacity, recovery, refill, ad, member, pacing, and content-burn decision
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- Rewarded-ad choice, reward, cap, failure path, IAP displacement, and net contribution
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- Membership benefits, limits, payer migration, renewal, fairness, and content-life result
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- Eligible cohort, experiment horizon, metrics, guardrails, and rollback
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- Files changed
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- Command intents run and skipped checks
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- Remaining game-economy monetization risk
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---
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mustflow_doc: skill.game-liveops-commerce-integrity-review
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locale: en
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canonical: true
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revision: 1
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lifecycle: mustflow-owned
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authority: procedure
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name: game-liveops-commerce-integrity-review
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description: Apply this skill when a game changes seasonal battle passes, monthly memberships, live-operations cadence, missions and reward tracks, cosmetic or power goods, convenience and sidegrades, deterministic bundles, paid or free randomized rewards, loot boxes, odds and pity disclosure, duplicate protection, purchase concentration, content-production cost, fairness, player retention, platform review, or regulatory risk and must sustain revenue without creating an unaffordable content treadmill, paid hierarchy, or opaque random-spend system.
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metadata:
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mustflow_schema: "1"
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mustflow_kind: procedure
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pack_id: mustflow.core
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skill_id: mustflow.core.game-liveops-commerce-integrity-review
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command_intents:
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- changes_status
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17
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- changes_diff_summary
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18
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- lint
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19
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- build
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20
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- test_related
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21
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- test
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22
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- docs_validate_fast
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23
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- test_release
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24
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- mustflow_check
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25
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+
---
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# Game Liveops Commerce Integrity Review
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<!-- mustflow-section: purpose -->
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## Purpose
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Choose season, membership, catalog, power, and random-reward policy from sustainable production,
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fairness, retained play, and long-horizon contribution. Prevent a small team from financing short-
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term revenue with permanent content debt, recurring-value debt, pay-to-win escalation, concentrated
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random spend, platform rejection, or regulatory and support burden.
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+
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<!-- mustflow-section: use-when -->
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## Use When
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- A game chooses or changes a seasonal battle pass, free and premium reward track, monthly
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membership, VIP subscription, recurring liveops cadence, mission schedule, or retroactive progress.
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42
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- The catalog sells cosmetics, characters, weapons, stats, progression, convenience, sidegrades,
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presets, slots, storage, automation, ad removal, or other gameplay-affecting benefits.
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- A product compares deterministic bundles with paid or free randomized rewards, loot boxes, gacha,
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choice packs, duplicate protection, pity, exchange tokens, odds, or spend limits.
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46
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- A report compares conversion, payer count, ARPPU, whale concentration, content-production cost,
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balance cost, support, refunds, regulation, retention, fairness, or long-horizon contribution.
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48
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+
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<!-- mustflow-section: do-not-use-when -->
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## Do Not Use When
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+
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- The main risk is death, revive, lives, energy, natural recovery, refill, rewarded-ad recovery,
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53
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unlimited play, or failure monetization; use `game-economy-monetization-review`.
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54
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+
- The task only changes generic subscription price, annual billing, regional pricing, trial, or
|
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55
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cancellation; use pricing, payment, and subscription-retention skills.
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56
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+
- The task only changes credit balance rights, virtual-currency expiry, quote, reserve, capture,
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57
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release, reversal, or spend order; use the credit monetization and ledger skills.
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58
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+
- The main risk is cryptographic random generation, draw atomicity, inventory concurrency,
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59
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entitlement delivery, payment callbacks, refunds, fraud, or audit-log tamper resistance. Use the
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60
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+
matching randomness, transaction, entitlement, payment, and security owners.
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61
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+
- The task requests jurisdiction-specific gambling, consumer, child-safety, tax, accounting, or
|
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62
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+
marketing advice. Use current qualified authority; this skill prepares the product evidence.
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63
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+
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|
64
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+
<!-- mustflow-section: required-inputs -->
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65
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## Required Inputs
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66
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+
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67
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- Team-capacity ledger: available disciplines, person-time, asset pipeline, reuse limits,
|
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68
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+
localization, QA, economy balancing, community, support, compliance, release cadence, and buffer.
|
|
69
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+
- Season ledger: duration, tiers, free and paid tracks, price, missions, catch-up, late purchase,
|
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70
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+
retroactive grant, asset and currency rewards, production cost, completion, next-season rebate,
|
|
71
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+
refunds, and content debt.
|
|
72
|
+
- Membership ledger: period, ongoing feature and content value, renewal, benefits, device access,
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|
73
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+
production and support cost, cancellation, refund, IAP cannibalization, and retained subscribers.
|
|
74
|
+
- Catalog ledger: item, deterministic contents, cosmetic visibility, asset lineage, power or
|
|
75
|
+
convenience effect, acquisition path, price, version, obsolescence, balance cost, and content burn.
|
|
76
|
+
- Random-reward ledger: free or paid access, direct or virtual-currency consideration, pool, odds,
|
|
77
|
+
rarity, duplicate behavior, pity or guarantee, exchange, history, version, cap, age, geography,
|
|
78
|
+
refund, withdrawal, platform, and jurisdiction evidence.
|
|
79
|
+
- Economics ledger: eligible-player conversion, payer count, revenue distribution, net revenue,
|
|
80
|
+
production, platform, support, balance, compliance, refund, dispute, fraud, and variable cost;
|
|
81
|
+
retention, content completion, fairness, and contribution.
|
|
82
|
+
- Experiment ledger: pre-offer assignment, season and catalog versions, player and payer strata,
|
|
83
|
+
holdout, traffic, horizon, delayed outcomes, guardrails, and promotion rule.
|
|
84
|
+
|
|
85
|
+
<!-- mustflow-section: preconditions -->
|
|
86
|
+
## Preconditions
|
|
87
|
+
|
|
88
|
+
- Separate cadence product, item type, gameplay power, and reward randomness. A season pass can sell
|
|
89
|
+
deterministic cosmetics; a membership can exist without new monthly assets; randomness is another
|
|
90
|
+
axis.
|
|
91
|
+
- Define the team's sustainable production and review capacity before promising a season or recurring
|
|
92
|
+
content cadence.
|
|
93
|
+
- Define the highest fair competitive and progression boundary before selling power or convenience.
|
|
94
|
+
- Refresh current store, platform, age-rating, odds-disclosure, virtual-currency, refund, child,
|
|
95
|
+
gambling, consumer, and jurisdiction rules before implementing paid random rewards.
|
|
96
|
+
- Treat copied season lengths, tier counts, prices, asset counts, renewal rates, production months,
|
|
97
|
+
odds, pity counts, spend caps, and benchmark concentration as hypotheses, not defaults.
|
|
98
|
+
- This skill does not authorize live catalog, price, currency, draw, reward, experiment, payment,
|
|
99
|
+
message, release, or production changes.
|
|
100
|
+
|
|
101
|
+
<!-- mustflow-section: allowed-edits -->
|
|
102
|
+
## Allowed Edits
|
|
103
|
+
|
|
104
|
+
- Add or refine season and membership policy, missions and catch-up, catalog classification,
|
|
105
|
+
cosmetic visibility, power and sidegrade limits, deterministic contents, random-reward disclosures,
|
|
106
|
+
pity and duplicates, caps, contribution metrics, experiments, fixtures, tests, docs, route metadata,
|
|
107
|
+
and synchronized templates.
|
|
108
|
+
- Replace unsustainable cadence, daily-attendance punishment, permanent paid power, undisclosed
|
|
109
|
+
random contents, opaque virtual-currency cost, or concentrated random-spend optimization with
|
|
110
|
+
bounded, transparent alternatives.
|
|
111
|
+
- Do not present a paid random mechanism as safe merely because odds are disclosed, or a cosmetic as
|
|
112
|
+
harmless when it changes visibility, targeting, hitboxes, accessibility, or competitive clarity.
|
|
113
|
+
|
|
114
|
+
<!-- mustflow-section: procedure -->
|
|
115
|
+
## Procedure
|
|
116
|
+
|
|
117
|
+
1. Split four decisions: recurring cadence, catalog contents, gameplay advantage, and randomness.
|
|
118
|
+
Do not make battle pass, membership, cosmetic, power, bundle, and loot box one binary comparison.
|
|
119
|
+
2. Start with production capacity. Price design, art, animation, audio, mission writing, economy,
|
|
120
|
+
localization, QA, release, community, support, and compliance work, including interruption and
|
|
121
|
+
rework. Revenue does not make an impossible calendar sustainable.
|
|
122
|
+
3. Treat a season pass as a dated content and progression obligation. Define duration, tiers,
|
|
123
|
+
missions, asset reuse, free track, premium track, completion expectation, late entry, catch-up,
|
|
124
|
+
retroactive rewards, post-season handling, and next-season transition.
|
|
125
|
+
4. Derive season length and tier count from player cadence and team throughput. A familiar week count
|
|
126
|
+
or hundred-tier template is not a default. Preserve schedule buffer for defects and unplanned
|
|
127
|
+
liveops work.
|
|
128
|
+
5. Avoid attendance punishment. Prefer accumulable or catch-up missions where they fit the loop,
|
|
129
|
+
distinguish engagement from daily coercion, and let late buyers understand and receive already
|
|
130
|
+
earned premium-track value according to the declared contract.
|
|
131
|
+
6. Price currency returned by the pass as future liability and cannibalization. Model how many
|
|
132
|
+
players can fund later passes without new cash, what else the currency buys, and whether the
|
|
133
|
+
design creates an indefinite one-purchase entitlement unintentionally.
|
|
134
|
+
7. Treat membership as an ongoing-value obligation. Define durable feature value, convenience,
|
|
135
|
+
service, multiplayer, storage, creation, support, ad treatment, or recurring content that exists
|
|
136
|
+
every billing period. Predictable billing is not predictable retention.
|
|
137
|
+
8. Compare season and membership economics over the same horizon. Include initial development,
|
|
138
|
+
recurring production, platform fees, refunds, support, cancellation, renewal, IAP displacement,
|
|
139
|
+
content reuse, missed cadence, and retained contribution per eligible player.
|
|
140
|
+
9. Prefer membership when ongoing low-marginal-cost value remains useful without a new asset factory;
|
|
141
|
+
prefer seasons when repeat play can support a bounded reward-and-mission cadence. Treat both as
|
|
142
|
+
candidates and allow coexistence only when benefits and obligations do not double-charge value.
|
|
143
|
+
10. Classify every catalog item as cosmetic, convenience, sidegrade, progression acceleration,
|
|
144
|
+
direct power, content access, currency, or mixed. Review mixed items by their strongest gameplay
|
|
145
|
+
and legal consequence rather than their marketing label.
|
|
146
|
+
11. Make cosmetics visible and valuable without harming play. Identify lobby, profile, social,
|
|
147
|
+
cooperative, replay, photo, emote, entrance, victory, audio, or collection surfaces, while
|
|
148
|
+
preserving readability, accessibility, hitbox, silhouette, team, and competitive clarity.
|
|
149
|
+
12. Track asset economics. Record original production cost, skeleton and material reuse, variants,
|
|
150
|
+
exclusivity, resale promises, approval, and expected sales. Reuse should lower cost without
|
|
151
|
+
misrepresenting a trivial recolor as a wholly new premium asset.
|
|
152
|
+
13. Preserve the fair ceiling. Avoid paid exclusive maximum power or direct competitive superiority.
|
|
153
|
+
Evaluate sidegrades, presets, storage, queues, respec, convenience, and bounded acceleration by
|
|
154
|
+
whether nonpayers can reach the same fair endpoint and whether seasonal competition resets or
|
|
155
|
+
matchmaking neutralizes the advantage.
|
|
156
|
+
14. Price PvE power by content burn and future balance debt. Track skipped mastery, faster completion,
|
|
157
|
+
obsolete encounters, support, inflation, and pressure to sell a stronger successor. Low art cost
|
|
158
|
+
does not make permanent power cheap to operate.
|
|
159
|
+
15. Prefer deterministic purchase contents when broad payer trust, understandable value, stable
|
|
160
|
+
conversion, refund simplicity, and low compliance load matter. Show every item, quantity,
|
|
161
|
+
duplicate rule, currency value, time limit, and entitlement before purchase.
|
|
162
|
+
16. Treat paid random rewards as a separate high-risk product. Map every way money or purchased
|
|
163
|
+
currency reaches the draw. Record pool, odds, rarity, duplicates, pity, guarantees, exchange,
|
|
164
|
+
history, versions, spend distribution, age, geography, and applicable current authority.
|
|
165
|
+
17. Do not infer safety from disclosure. Odds can satisfy one platform requirement while fairness,
|
|
166
|
+
children, consumer vulnerability, price transparency, withdrawal, gambling, and jurisdiction
|
|
167
|
+
issues remain unresolved.
|
|
168
|
+
18. Keep competitive power out of paid randomness unless current authority and a separately approved
|
|
169
|
+
fairness contract explicitly support it. Prefer deterministic access, earnable sidegrades, or
|
|
170
|
+
noncompetitive cosmetics when uncertainty would compound pay-to-win harm.
|
|
171
|
+
19. Separate free randomness from paid randomness, but inspect indirect consideration. Ads,
|
|
172
|
+
purchased energy, paid keys, premium-only attempts, or currency conversion can make a nominally
|
|
173
|
+
free draw economically connected to payment.
|
|
174
|
+
20. If randomness is retained, make draw execution and history auditable. Version odds and pools,
|
|
175
|
+
snapshot eligibility, use authoritative server results, define duplicate and pity transitions,
|
|
176
|
+
preserve user-visible progress, cap retries and spend where required, and route technical
|
|
177
|
+
integrity to transaction and randomness owners.
|
|
178
|
+
21. Measure payer distribution, not only averages. Track payer conversion, median and tail spend,
|
|
179
|
+
revenue concentration, repeated purchase, refunds, disputes, support, regret, age and geography,
|
|
180
|
+
item ownership, retained play, and contribution. A few extreme spenders can hide a shrinking
|
|
181
|
+
payer base and material harm.
|
|
182
|
+
22. Preserve non-purchase acquisition paths and catalog history. State whether items return, rotate,
|
|
183
|
+
become earnable, remain exclusive, or change strength; do not use fake scarcity or silently
|
|
184
|
+
devalue previously purchased items.
|
|
185
|
+
23. Sequence experiments when traffic is limited. Resolve cadence sustainability before tuning
|
|
186
|
+
prices, cosmetic visibility before multiplying assets, and deterministic value before testing
|
|
187
|
+
randomness. Keep mechanics isolated enough to identify the source of lift or harm.
|
|
188
|
+
24. Promote only a reversible, versioned commerce policy that improves eligible-player contribution
|
|
189
|
+
without exceeding production capacity, damaging fair play, hiding price or contents, depending
|
|
190
|
+
on harmful spend concentration, or violating current platform and legal authority.
|
|
191
|
+
|
|
192
|
+
<!-- mustflow-section: postconditions -->
|
|
193
|
+
## Postconditions
|
|
194
|
+
|
|
195
|
+
- Season and membership obligations have explicit production, value, cadence, renewal, and
|
|
196
|
+
cannibalization economics.
|
|
197
|
+
- Catalog items have a truthful cosmetic, convenience, sidegrade, acceleration, power, content, or
|
|
198
|
+
currency classification and a fair-ceiling decision.
|
|
199
|
+
- Deterministic bundles disclose complete value; paid random rewards have separate authority,
|
|
200
|
+
probability, pity, duplicate, spend, audit, age, geography, and harm evidence.
|
|
201
|
+
- Free randomness is checked for indirect paid access rather than assumed outside commerce rules.
|
|
202
|
+
- Headline economics include team capacity, content and balance debt, payer distribution, refunds,
|
|
203
|
+
compliance, retained play, fairness, and long-horizon contribution.
|
|
204
|
+
|
|
205
|
+
<!-- mustflow-section: verification -->
|
|
206
|
+
## Verification
|
|
207
|
+
|
|
208
|
+
Use configured oneshot command intents when available: `changes_status`, `changes_diff_summary`,
|
|
209
|
+
`lint`, `build`, `test_related`, `test`, `docs_validate_fast`, `test_release`, and `mustflow_check`.
|
|
210
|
+
Do not infer live store, catalog, price, currency, draw, payment, analytics, experiment, release,
|
|
211
|
+
deployment, or production commands.
|
|
212
|
+
|
|
213
|
+
<!-- mustflow-section: failure-handling -->
|
|
214
|
+
## Failure Handling
|
|
215
|
+
|
|
216
|
+
- If sustainable production capacity is unknown, do not promise a fixed recurring content cadence.
|
|
217
|
+
- If membership has no ongoing value beyond monthly asset production, compare it as a content
|
|
218
|
+
obligation rather than claiming low-cost recurring revenue.
|
|
219
|
+
- If an item changes competitive power but lacks a fair-ceiling contract, keep it out of sale.
|
|
220
|
+
- If paid-random authority, odds, pool versions, pity, duplicates, age, or geography cannot be
|
|
221
|
+
reconstructed, stop new paid draws and prefer deterministic sale or non-purchasable rewards.
|
|
222
|
+
- If revenue rises only through extreme payer concentration while payer breadth, refunds, support,
|
|
223
|
+
fairness, or retained contribution worsens, reject or narrow the mechanism.
|
|
224
|
+
|
|
225
|
+
<!-- mustflow-section: output-format -->
|
|
226
|
+
## Output Format
|
|
227
|
+
|
|
228
|
+
- Team capacity, liveops cadence, production buffer, and content obligation
|
|
229
|
+
- Season duration, tiers, missions, catch-up, late purchase, rewards, rebate, and economics
|
|
230
|
+
- Membership ongoing value, renewal, production, IAP displacement, and contribution
|
|
231
|
+
- Catalog classification, cosmetic visibility, asset reuse, fair ceiling, power, and content burn
|
|
232
|
+
- Deterministic contents or paid/free randomness, odds, pity, duplicates, cap, age, and geography
|
|
233
|
+
- Payer breadth, spend concentration, refunds, support, fairness, retention, and authority evidence
|
|
234
|
+
- Files changed
|
|
235
|
+
- Command intents run and skipped checks
|
|
236
|
+
- Remaining game-liveops commerce risk
|
|
237
|
+
|