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skills/using-systems-as-experience/SKILL.md
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skills/using-systems-as-experience/SKILL.md
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---
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name: using-systems-as-experience
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description: Router for systems-as-experience - emergence, sandbox, optimization, discovery, narrative, modding
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mode: true
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pack: bravos/systems-as-experience
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faction: bravos
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skill_type: meta_router
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dependencies:
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- bravos/systems-as-experience/emergent-gameplay-design
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- bravos/systems-as-experience/sandbox-design-patterns
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- bravos/systems-as-experience/strategic-depth-from-systems
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- bravos/systems-as-experience/optimization-as-play
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- bravos/systems-as-experience/discovery-through-experimentation
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- bravos/systems-as-experience/player-driven-narratives
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- bravos/systems-as-experience/modding-and-extensibility
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- bravos/systems-as-experience/community-meta-gaming
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estimated_time_hours: 0.5
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---
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# Using Systems-as-Experience (Meta-Skill Router)
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**Your entry point to the systems-as-experience skillpack.** This skill routes you to the right combination of specialized skills for your game design challenge.
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## Purpose
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This is a **meta-skill** that:
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1. ✅ **Routes** you to the correct skills in this pack
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2. ✅ **Combines** multiple skills for complex projects
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3. ✅ **Provides** quick-start workflows for common game types
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4. ✅ **Explains** the pack's philosophy and when to use it
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**You should use this skill:** When starting any systems-driven game design project.
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---
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## Core Philosophy: Systems AS Experience
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### The Central Idea
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Traditional game design: **Systems support content**
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- Design story → build mechanics to express it
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- Design levels → build systems to populate them
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- Content is king, systems are servants
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Systems-as-experience: **Systems ARE the content**
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- Design orthogonal mechanics → emergence creates "content"
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- Design constraints → player creativity becomes gameplay
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- Design for discovery → hidden depth rewards curiosity
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- Systems are king, authored content is optional
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### When This Philosophy Applies
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**✅ Use systems-as-experience when:**
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- Core loop is experimentation, creativity, or optimization
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- Replayability through emergent outcomes is desired
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- Player agency and expression are paramount
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- Systems have inherent depth worth discovering
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- Community-driven content extends game life
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**❌ Don't use systems-as-experience when:**
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- Authored narrative is primary experience
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- Linear progression with fixed setpieces
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- Cinematic, controlled emotional arcs
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- Hand-crafted, bespoke content is the appeal
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**Hybrid approach:** Most games blend both (BotW has authored Ganon encounter + emergent physics sandbox)
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---
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## Pack Overview: 8 Core Skills
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### Wave 1: Foundation (Core Concepts)
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#### 1. emergent-gameplay-design (FOUNDATIONAL ⭐)
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**When to use:** Every systems-driven game starts here
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**Teaches:** Orthogonal mechanics, interaction matrices, emergence from simple rules
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**Examples:** BotW physics, Dwarf Fortress simulation, Minecraft crafting
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**Time:** 3-4 hours to apply
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**Use when:** Designing core systems that interact
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#### 2. sandbox-design-patterns
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**When to use:** Open-ended creativity games (building, creation, simulation)
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**Teaches:** Constraint paradox, progressive complexity, meaningful limitation
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**Examples:** Minecraft, Factorio, Kerbal Space Program
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**Time:** 2-3 hours to apply
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**Use when:** Players create within constraints
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#### 3. strategic-depth-from-systems
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**When to use:** Competitive games, build diversity, counter-play
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**Teaches:** Orthogonal strategic axes, synergy matrices, avoiding dominant strategies
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**Examples:** Path of Exile, StarCraft, Dota, deck builders
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**Time:** 2-3 hours to apply
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**Use when:** Players optimize builds/strategies
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### Wave 2: Specific Applications
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#### 4. optimization-as-play
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**When to use:** Factory games, efficiency puzzles, production chains
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**Teaches:** Bottleneck gameplay, multiple optimization dimensions, satisfying feedback
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**Examples:** Factorio, Satisfactory, Opus Magnum, SpaceChem
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**Time:** 2-4 hours to apply
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**Use when:** Optimization IS the core loop
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#### 5. discovery-through-experimentation
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**When to use:** Exploration games, hidden depth, knowledge-based progression
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**Teaches:** Environmental hints, safe experimentation, secrets, community discovery
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**Examples:** BotW, Outer Wilds, Noita, The Witness, fighting game tech
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**Time:** 2-4 hours to apply
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**Use when:** Curiosity drives engagement
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#### 6. player-driven-narratives
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**When to use:** Simulation games, emergent storytelling, procedural characters
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**Teaches:** Systemic drama, relationships, AI storyteller, memorable moments
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**Examples:** Dwarf Fortress, Rimworld, Crusader Kings, EVE Online
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**Time:** 2-4 hours to apply
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**Use when:** Systems generate stories
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### Wave 3: Ecosystem
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#### 7. modding-and-extensibility
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**When to use:** Games designed for long-term community content creation
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**Teaches:** Plugin architecture, mod APIs, tools, security, community infrastructure
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**Examples:** Skyrim, Minecraft, Factorio, Warcraft 3
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**Time:** 2-3 hours to apply
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**Use when:** Players extend game beyond initial design
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#### 8. community-meta-gaming
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**When to use:** Competitive games, theorycrafting communities, speedrunning
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**Teaches:** Build diversity, information transparency, competitive tools, persistent worlds
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**Examples:** Path of Exile, EVE Online, Dark Souls, Destiny raids
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**Time:** 2-3 hours to apply
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**Use when:** Community creates external meta-game
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---
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## Routing Logic: Which Skills Do I Need?
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### Decision Tree
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```
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START: What type of game are you building?
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├─ SANDBOX / CREATIVITY GAME
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│ ├─ Players build/create freely?
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│ │ └─> emergent-gameplay-design + sandbox-design-patterns
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│ ├─ Optimization is core loop?
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│ │ └─> + optimization-as-play
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│ ├─ Discovery-driven?
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│ │ └─> + discovery-through-experimentation
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│ └─ Mod support?
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│ └─> + modding-and-extensibility
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│
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├─ COMPETITIVE / STRATEGIC GAME
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│ ├─ Build diversity critical?
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│ │ └─> emergent-gameplay-design + strategic-depth-from-systems
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│ ├─ Competitive scene planned?
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│ │ └─> + community-meta-gaming
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│ ├─ Theorycrafting encouraged?
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│ │ └─> + community-meta-gaming (again)
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│ └─ Mod support for custom games?
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│ └─> + modding-and-extensibility
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│
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├─ SIMULATION / MANAGEMENT GAME
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│ ├─ Emergent stories important?
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│ │ └─> emergent-gameplay-design + player-driven-narratives
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│ ├─ Optimization gameplay?
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│ │ └─> + optimization-as-play
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│ ├─ Discovery-driven depth?
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│ │ └─> + discovery-through-experimentation
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│ └─ Mod support?
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│ └─> + modding-and-extensibility
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│
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├─ EXPLORATION / DISCOVERY GAME
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│ ├─ Physics/systems interactions?
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│ │ └─> emergent-gameplay-design + discovery-through-experimentation
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│ ├─ Sandbox elements?
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│ │ └─> + sandbox-design-patterns
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│ ├─ Speedrun community likely?
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│ │ └─> + community-meta-gaming
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│ └─ Secrets and depth?
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│ └─> discovery-through-experimentation (primary)
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│
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└─ MULTIPLAYER SOCIAL GAME
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├─ Player-driven politics/drama?
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│ └─> player-driven-narratives + community-meta-gaming
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├─ Persistent world consequences?
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│ └─> player-driven-narratives (primary)
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├─ User-generated content?
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│ └─> modding-and-extensibility
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└─ Emergent social dynamics?
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└─> emergent-gameplay-design + player-driven-narratives
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```
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### Quick Reference Table
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| Game Type | Primary Skill | Secondary Skills | Examples |
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|-----------|---------------|------------------|----------|
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| **Sandbox Builder** | sandbox-design-patterns | emergent, optimization, discovery | Minecraft, Terraria |
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| **Factory Game** | optimization-as-play | emergent, sandbox | Factorio, Satisfactory |
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| **Physics Sandbox** | emergent-gameplay-design | discovery, sandbox | BotW, Noita |
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| **Colony Sim** | player-driven-narratives | emergent, optimization | Rimworld, DF |
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| **Competitive Strategy** | strategic-depth-from-systems | emergent, meta-gaming | PoE, Dota |
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| **Exploration Game** | discovery-through-experimentation | emergent, sandbox | Outer Wilds, Subnautica |
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| **MMO Sandbox** | player-driven-narratives | meta-gaming, modding | EVE Online |
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| **Speedrun-Friendly** | discovery-through-experimentation | meta-gaming | Dark Souls, Celeste |
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---
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## 20+ Scenarios: Which Skills Apply?
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### Scenario 1: "I'm building Minecraft-like voxel sandbox"
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**Primary:** sandbox-design-patterns (progressive complexity, constraints)
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**Secondary:** emergent-gameplay-design (block interactions), discovery-through-experimentation (crafting recipes)
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**Optional:** modding-and-extensibility (Java mods, behavior packs)
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**Estimated time:** 6-10 hours
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### Scenario 2: "I'm building Factorio-style factory game"
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**Primary:** optimization-as-play (bottleneck gameplay, throughput metrics)
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**Secondary:** sandbox-design-patterns (constraints drive creativity), emergent-gameplay-design (production chains)
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**Optional:** modding-and-extensibility (mod API like Factorio)
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**Estimated time:** 6-8 hours
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### Scenario 3: "I'm building BotW-style physics playground"
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**Primary:** emergent-gameplay-design (orthogonal physics systems)
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**Secondary:** discovery-through-experimentation (environmental hints), sandbox-design-patterns (open world)
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**Optional:** community-meta-gaming (speedrun support)
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**Estimated time:** 7-10 hours
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### Scenario 4: "I'm building Rimworld-style colony sim"
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**Primary:** player-driven-narratives (AI storyteller, emergent drama)
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**Secondary:** emergent-gameplay-design (system interactions), sandbox-design-patterns (base building)
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**Optional:** modding-and-extensibility (Rimworld has extensive mods)
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**Estimated time:** 6-10 hours
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### Scenario 5: "I'm building Path of Exile-style ARPG"
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**Primary:** strategic-depth-from-systems (build diversity, synergy matrices)
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**Secondary:** community-meta-gaming (theorycrafting, economy), emergent-gameplay-design (skill interactions)
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**Optional:** modding-and-extensibility (third-party tools like Path of Building)
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**Estimated time:** 8-12 hours
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### Scenario 6: "I'm building Outer Wilds-style exploration"
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**Primary:** discovery-through-experimentation (knowledge-based progression)
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**Secondary:** emergent-gameplay-design (physics puzzles), player-driven-narratives (environmental storytelling)
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**Optional:** None (tightly authored experience)
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**Estimated time:** 6-8 hours
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### Scenario 7: "I'm building EVE Online-style MMO sandbox"
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**Primary:** player-driven-narratives (player politics, server-wide events)
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**Secondary:** community-meta-gaming (economy, competitive infrastructure), strategic-depth-from-systems (ship builds)
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**Optional:** modding-and-extensibility (API for third-party tools)
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**Estimated time:** 10-15 hours
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### Scenario 8: "I'm building Noita-style alchemy sandbox"
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**Primary:** emergent-gameplay-design (elemental interactions)
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**Secondary:** discovery-through-experimentation (hidden combos), sandbox-design-patterns (pixel simulation)
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**Optional:** community-meta-gaming (speedrun categories)
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**Estimated time:** 6-8 hours
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### Scenario 9: "I'm building Dwarf Fortress-style simulation"
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**Primary:** player-driven-narratives (procedural legends, relationships)
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**Secondary:** emergent-gameplay-design (simulation depth), sandbox-design-patterns (fortress building)
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**Optional:** modding-and-extensibility (ASCII replacements, mods)
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**Estimated time:** 8-12 hours
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### Scenario 10: "I'm building fighting game with tech depth"
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**Primary:** discovery-through-experimentation (hidden techniques)
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**Secondary:** strategic-depth-from-systems (character matchups), community-meta-gaming (competitive scene)
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**Optional:** None (tight balance required)
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**Estimated time:** 6-8 hours
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### Scenario 11: "I'm building Destiny-style raid content"
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**Primary:** strategic-depth-from-systems (build optimization)
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**Secondary:** community-meta-gaming (world's first races), player-driven-narratives (fireteam dynamics)
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**Optional:** None (authored encounters)
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**Estimated time:** 5-7 hours
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### Scenario 12: "I'm building Kerbal Space Program-style physics sandbox"
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**Primary:** sandbox-design-patterns (rocket building constraints)
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**Secondary:** optimization-as-play (delta-v calculations), emergent-gameplay-design (physics interactions)
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**Optional:** modding-and-extensibility (KSP has massive mod scene)
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**Estimated time:** 6-10 hours
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### Scenario 13: "I'm building Opus Magnum-style optimization puzzle"
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**Primary:** optimization-as-play (cost/cycles/area metrics)
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**Secondary:** sandbox-design-patterns (creative solutions), discovery-through-experimentation (optimal techniques)
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**Optional:** community-meta-gaming (leaderboards, percentiles)
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**Estimated time:** 4-6 hours
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### Scenario 14: "I'm building Dark Souls with invasions"
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**Primary:** community-meta-gaming (PvP builds, covenants)
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**Secondary:** discovery-through-experimentation (secrets, hidden mechanics), strategic-depth-from-systems (build diversity)
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**Optional:** None (tight authored experience)
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**Estimated time:** 6-8 hours
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### Scenario 15: "I'm building Crusader Kings-style dynasty sim"
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**Primary:** player-driven-narratives (procedural soap opera)
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**Secondary:** strategic-depth-from-systems (dynasty management), sandbox-design-patterns (emergent history)
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**Optional:** modding-and-extensibility (CK has massive mod community)
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**Estimated time:** 8-10 hours
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### Scenario 16: "I'm building Among Us-style social deduction"
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**Primary:** community-meta-gaming (social strategies, meta evolution)
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**Secondary:** player-driven-narratives (emergent betrayal drama), strategic-depth-from-systems (role balance)
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**Optional:** None (tight social dynamics)
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**Estimated time:** 4-6 hours
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### Scenario 17: "I'm building Terraria-style action-sandbox"
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**Primary:** sandbox-design-patterns (progressive content unlocks)
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**Secondary:** emergent-gameplay-design (item synergies), discovery-through-experimentation (hidden bosses)
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**Optional:** modding-and-extensibility (tModLoader)
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**Estimated time:** 7-10 hours
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### Scenario 18: "I'm building Stardew Valley-style farming sim"
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**Primary:** sandbox-design-patterns (farm optimization)
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**Secondary:** optimization-as-play (crop scheduling), player-driven-narratives (NPC relationships)
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**Optional:** modding-and-extensibility (SMAPI)
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**Estimated time:** 6-8 hours
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### Scenario 19: "I'm building Skyrim-style open RPG"
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**Primary:** sandbox-design-patterns (open world exploration)
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**Secondary:** discovery-through-experimentation (hidden content), modding-and-extensibility (Creation Kit)
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**Optional:** player-driven-narratives (emergent quests)
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**Estimated time:** 8-12 hours
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### Scenario 20: "I'm building Starcraft-style RTS"
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**Primary:** strategic-depth-from-systems (unit counters, build orders)
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**Secondary:** community-meta-gaming (competitive scene, replays), emergent-gameplay-design (unit interactions)
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||||
**Optional:** modding-and-extensibility (custom maps like Arcade)
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||||
**Estimated time:** 8-10 hours
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### Scenario 21: "I'm building Satisfactory (3D Factorio)"
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**Primary:** optimization-as-play (vertical factory planning)
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||||
**Secondary:** sandbox-design-patterns (exploration + building), emergent-gameplay-design (conveyor networks)
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**Optional:** modding-and-extensibility (mod support growing)
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||||
**Estimated time:** 6-8 hours
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||||
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||||
### Scenario 22: "I'm building Wildermyth-style procedural RPG"
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**Primary:** player-driven-narratives (character arcs, relationships)
|
||||
**Secondary:** emergent-gameplay-design (tactical combat), strategic-depth-from-systems (build variety)
|
||||
**Optional:** discovery-through-experimentation (hidden events)
|
||||
**Estimated time:** 6-10 hours
|
||||
|
||||
---
|
||||
|
||||
## Multi-Skill Workflows
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||||
|
||||
### Workflow 1: Sandbox Builder (Minecraft, Terraria)
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**Skills in sequence:**
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1. **emergent-gameplay-design** (2-3h) - Design orthogonal block/item systems
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||||
2. **sandbox-design-patterns** (2-3h) - Progressive complexity, constraints
|
||||
3. **discovery-through-experimentation** (2-3h) - Hidden crafting recipes, secrets
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||||
4. **modding-and-extensibility** (2-3h) - Mod API, community tools
|
||||
|
||||
**Total time:** 8-12 hours
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||||
**Result:** Sandbox with emergent depth, discoverable secrets, mod support
|
||||
|
||||
### Workflow 2: Factory Game (Factorio, Dyson Sphere Program)
|
||||
**Skills in sequence:**
|
||||
1. **emergent-gameplay-design** (2-3h) - Production chains, interactions
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||||
2. **sandbox-design-patterns** (1-2h) - Spatial constraints, layouts
|
||||
3. **optimization-as-play** (3-4h) - Bottleneck gameplay, metrics, satisfaction
|
||||
4. **modding-and-extensibility** (2-3h) - Mod API (Factorio-style)
|
||||
|
||||
**Total time:** 8-12 hours
|
||||
**Result:** Factory game with optimization as core loop, mod ecosystem
|
||||
|
||||
### Workflow 3: Physics Playground (BotW, Noita)
|
||||
**Skills in sequence:**
|
||||
1. **emergent-gameplay-design** (3-4h) - Physics interactions, orthogonal systems
|
||||
2. **discovery-through-experimentation** (3-4h) - Environmental hints, safe testing
|
||||
3. **sandbox-design-patterns** (1-2h) - Open world structure
|
||||
4. **community-meta-gaming** (1-2h) - Speedrun support (optional)
|
||||
|
||||
**Total time:** 8-12 hours
|
||||
**Result:** Physics sandbox with discoverable depth, speedrun-friendly
|
||||
|
||||
### Workflow 4: Colony Simulator (Rimworld, Dwarf Fortress)
|
||||
**Skills in sequence:**
|
||||
1. **emergent-gameplay-design** (2-3h) - Simulation systems, interactions
|
||||
2. **player-driven-narratives** (3-4h) - AI storyteller, character arcs, drama
|
||||
3. **sandbox-design-patterns** (1-2h) - Base building constraints
|
||||
4. **modding-and-extensibility** (2-3h) - Mod support (DF/Rimworld-style)
|
||||
|
||||
**Total time:** 8-12 hours
|
||||
**Result:** Colony sim with emergent stories, mod ecosystem
|
||||
|
||||
### Workflow 5: Competitive ARPG (Path of Exile, Diablo)
|
||||
**Skills in sequence:**
|
||||
1. **emergent-gameplay-design** (2-3h) - Skill/item interactions
|
||||
2. **strategic-depth-from-systems** (3-4h) - Build diversity, synergy matrices
|
||||
3. **community-meta-gaming** (3-4h) - Theorycrafting, economy, leaderboards
|
||||
4. **optimization-as-play** (1-2h) - Build optimization tools (optional)
|
||||
|
||||
**Total time:** 9-13 hours
|
||||
**Result:** ARPG with theorycrafting depth, competitive scene
|
||||
|
||||
### Workflow 6: Exploration Game (Outer Wilds, Subnautica)
|
||||
**Skills in sequence:**
|
||||
1. **discovery-through-experimentation** (3-4h) - Knowledge-based progression
|
||||
2. **emergent-gameplay-design** (2-3h) - Physics/environmental systems
|
||||
3. **sandbox-design-patterns** (1-2h) - Open world structure
|
||||
4. **player-driven-narratives** (1-2h) - Environmental storytelling (optional)
|
||||
|
||||
**Total time:** 7-11 hours
|
||||
**Result:** Exploration game where discovery drives progression
|
||||
|
||||
### Workflow 7: MMO Sandbox (EVE Online, Albion)
|
||||
**Skills in sequence:**
|
||||
1. **player-driven-narratives** (3-4h) - Player politics, server-wide events
|
||||
2. **community-meta-gaming** (3-4h) - Economy, competitive infrastructure
|
||||
3. **strategic-depth-from-systems** (2-3h) - Build variety, counter-play
|
||||
4. **modding-and-extensibility** (1-2h) - API for third-party tools
|
||||
|
||||
**Total time:** 9-13 hours
|
||||
**Result:** MMO with player-driven content, thriving external meta-game
|
||||
|
||||
### Workflow 8: Optimization Puzzle (Opus Magnum, SpaceChem)
|
||||
**Skills in sequence:**
|
||||
1. **optimization-as-play** (3-4h) - Multiple metrics, leaderboards
|
||||
2. **sandbox-design-patterns** (2-3h) - Creative solution space
|
||||
3. **discovery-through-experimentation** (1-2h) - Optimal technique discovery
|
||||
4. **community-meta-gaming** (1-2h) - Percentile histograms, sharing
|
||||
|
||||
**Total time:** 7-11 hours
|
||||
**Result:** Optimization puzzle with competitive community
|
||||
|
||||
---
|
||||
|
||||
## Quick Start Guides
|
||||
|
||||
### Quick Start 1: Minimal Viable Emergence (4 hours)
|
||||
**Goal:** Sandbox with basic emergent gameplay
|
||||
|
||||
**Steps:**
|
||||
1. Read emergent-gameplay-design Quick Start (1h)
|
||||
2. Design 3 orthogonal systems with 9 interactions (1h)
|
||||
3. Prototype interaction matrix (1h)
|
||||
4. Playtest for emergent moments (1h)
|
||||
|
||||
**Result:** Basic sandbox with player-discovered solutions
|
||||
|
||||
### Quick Start 2: Optimization Game MVP (4 hours)
|
||||
**Goal:** Factory game with bottleneck gameplay
|
||||
|
||||
**Steps:**
|
||||
1. Read optimization-as-play Quick Start (1h)
|
||||
2. Implement production chain with visible metrics (1.5h)
|
||||
3. Add bottleneck visualization (1h)
|
||||
4. Playtest optimization loop (0.5h)
|
||||
|
||||
**Result:** Basic factory game with satisfying optimization
|
||||
|
||||
### Quick Start 3: Discovery-Driven Exploration (4 hours)
|
||||
**Goal:** Exploration game with secrets
|
||||
|
||||
**Steps:**
|
||||
1. Read discovery-through-experimentation Quick Start (1h)
|
||||
2. Place environmental hints for 3 mechanics (1h)
|
||||
3. Create discovery journal system (1h)
|
||||
4. Playtest hint effectiveness (1h)
|
||||
|
||||
**Result:** Exploration game with discoverable depth
|
||||
|
||||
### Quick Start 4: Emergent Storytelling (4 hours)
|
||||
**Goal:** Simulation with memorable stories
|
||||
|
||||
**Steps:**
|
||||
1. Read player-driven-narratives Quick Start (1h)
|
||||
2. Implement character relationships (1.5h)
|
||||
3. Add dramatic event generation (1h)
|
||||
4. Playtest for memorable moments (0.5h)
|
||||
|
||||
**Result:** Simulation that generates player stories
|
||||
|
||||
---
|
||||
|
||||
## Integration with Other Skillpacks
|
||||
|
||||
### Cross-Pack Dependencies
|
||||
|
||||
#### From Simulation-Tactics Pack (bravos)
|
||||
- **When emergence requires simulation:** Use emergent-gameplay-design + simulation-tactics
|
||||
- Example: BotW physics requires physics-simulation-patterns
|
||||
- Example: Dwarf Fortress requires ai-and-agent-simulation + player-driven-narratives
|
||||
|
||||
#### From Yzmir (Theory) Pack
|
||||
- **When systems need mathematical foundation:** Use strategic-depth-from-systems + yzmir/game-theory-foundations
|
||||
- Example: Path of Exile build math requires optimization theory
|
||||
- Example: EVE economy requires economic simulation theory
|
||||
|
||||
#### From Lyra (Player Experience) Pack
|
||||
- **When systems need feel/polish:** Use optimization-as-play + lyra/game-feel-and-polish
|
||||
- Example: Factorio needs juice on production milestones
|
||||
- Example: Satisfactory needs satisfying conveyor animations
|
||||
|
||||
---
|
||||
|
||||
## Common Pitfalls
|
||||
|
||||
### Pitfall 1: Starting with Wrong Skill
|
||||
**Problem:** Jumping to optimization-as-play without emergent-gameplay-design foundation
|
||||
|
||||
**Symptom:** Optimization game with no depth (one optimal solution)
|
||||
|
||||
**Fix:** ALWAYS start with emergent-gameplay-design for orthogonal systems, THEN apply optimization
|
||||
|
||||
### Pitfall 2: Over-Applying All Skills
|
||||
**Problem:** Trying to use all 8 skills on every project
|
||||
|
||||
**Symptom:** Scope creep, conflicting design goals, nothing gets finished
|
||||
|
||||
**Fix:** Use routing logic above. Most projects need 2-4 skills, not all 8.
|
||||
|
||||
### Pitfall 3: Skipping Foundation
|
||||
**Problem:** Going straight to Wave 2/3 skills without Wave 1
|
||||
|
||||
**Symptom:** Surface-level implementation without systemic depth
|
||||
|
||||
**Fix:** emergent-gameplay-design is FOUNDATIONAL for most projects. Read it first.
|
||||
|
||||
### Pitfall 4: Not Recognizing Hybrid Design
|
||||
**Problem:** Trying to make EVERYTHING systemic (including authored narrative)
|
||||
|
||||
**Symptom:** Losing authored emotional moments, pacing issues
|
||||
|
||||
**Fix:** Most games blend systems + authored content. BotW has both. Use routing logic for systems portion only.
|
||||
|
||||
### Pitfall 5: Underestimating Time
|
||||
**Problem:** Thinking "I'll just add emergence" will take 30 minutes
|
||||
|
||||
**Symptom:** Rushed implementation, no playtesting, shallow system
|
||||
|
||||
**Fix:** Each skill requires 2-4 hours minimum. Budget 8-15 hours for multi-skill projects.
|
||||
|
||||
---
|
||||
|
||||
## Success Criteria
|
||||
|
||||
### Your project successfully uses systems-as-experience when:
|
||||
|
||||
**Emergence (Core):**
|
||||
- [ ] Players discover solutions you didn't intend
|
||||
- [ ] System interactions create "content"
|
||||
- [ ] Replayability through emergent variety
|
||||
|
||||
**Depth:**
|
||||
- [ ] Hidden depth rewards mastery
|
||||
- [ ] Community discovers new strategies
|
||||
- [ ] No single dominant strategy
|
||||
|
||||
**Discovery:**
|
||||
- [ ] Curiosity is rewarded
|
||||
- [ ] Secrets feel earned, not arbitrary
|
||||
- [ ] "Aha moments" occur frequently
|
||||
|
||||
**Community:**
|
||||
- [ ] Players create external tools (wikis, calculators)
|
||||
- [ ] Meta-game emerges beyond playing
|
||||
- [ ] Community extends game through mods/content
|
||||
|
||||
**Satisfaction:**
|
||||
- [ ] Systems feel satisfying to master
|
||||
- [ ] Optimization provides clear feedback
|
||||
- [ ] Player expression is visible
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
|
||||
**The Golden Rule:**
|
||||
> "Design systems that interact, then let players surprise you."
|
||||
|
||||
### When You're Done with This Pack
|
||||
|
||||
You should be able to:
|
||||
- ✅ Identify which skills apply to your project
|
||||
- ✅ Apply 2-4 skills in correct sequence
|
||||
- ✅ Create games where systems ARE the content
|
||||
- ✅ Design for emergence, discovery, and community
|
||||
- ✅ Avoid common pitfalls in systemic design
|
||||
|
||||
### Next Steps
|
||||
|
||||
1. **Identify your game type** (use routing logic above)
|
||||
2. **Read foundational skill** (usually emergent-gameplay-design)
|
||||
3. **Apply skills in sequence** (use workflows above)
|
||||
4. **Playtest for emergence** (look for unintended solutions)
|
||||
5. **Iterate on interactions** (orthogonal systems multiply)
|
||||
|
||||
---
|
||||
|
||||
## Pack Structure Reference
|
||||
|
||||
```
|
||||
bravos/systems-as-experience/
|
||||
├── using-systems-as-experience/ (THIS SKILL - router)
|
||||
├── emergent-gameplay-design/ (FOUNDATIONAL ⭐)
|
||||
├── sandbox-design-patterns/
|
||||
├── strategic-depth-from-systems/
|
||||
├── optimization-as-play/
|
||||
├── discovery-through-experimentation/
|
||||
├── player-driven-narratives/
|
||||
├── modding-and-extensibility/
|
||||
└── community-meta-gaming/
|
||||
```
|
||||
|
||||
**Total pack time:** 16-28 hours for comprehensive implementation
|
||||
|
||||
---
|
||||
|
||||
## Systems as Experience Specialist Skills Catalog
|
||||
|
||||
After routing, load the appropriate specialist skill for detailed guidance:
|
||||
|
||||
1. [emergent-gameplay-design.md](emergent-gameplay-design.md) - FOUNDATIONAL ⭐: Orthogonal systems, emergence, simulation over scripting, player creativity
|
||||
2. [sandbox-design-patterns.md](sandbox-design-patterns.md) - Open worlds, physics sandboxes, creative tools, player agency, freedom within constraints
|
||||
3. [strategic-depth-from-systems.md](strategic-depth-from-systems.md) - Build space analysis, possibility space, strategic decision-making, mastery through systems
|
||||
4. [optimization-as-play.md](optimization-as-play.md) - Factorio-style optimization loops, efficiency challenges, min-maxing as gameplay
|
||||
5. [discovery-through-experimentation.md](discovery-through-experimentation.md) - Hidden mechanics, experimental learning, eureka moments, knowledge as progression
|
||||
6. [player-driven-narratives.md](player-driven-narratives.md) - Emergent stories, systemic consequences, player agency in narrative, environmental storytelling
|
||||
7. [modding-and-extensibility.md](modding-and-extensibility.md) - Mod support, extensible systems, community content, longevity through modding
|
||||
8. [community-meta-gaming.md](community-meta-gaming.md) - Community-driven gameplay, wikis, theorycrafting, shared knowledge ecosystems
|
||||
|
||||
---
|
||||
|
||||
**Go build systems that surprise you.**
|
||||
Reference in New Issue
Block a user