plugins/game-dev/narrative/story-structure-game/SKILL.md
Use when designing interactive narratives, branching storylines, player agency systems, non-linear story structures, or act frameworks for games. Triggers: branching narrative, player agency, story arc, interactive story, dialogue.
npx skillsauth add fcsouza/agent-skills narrative-story-structure-gameInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Branching narratives, player agency, non-linear story structure, and act frameworks adapted for interactive media. Genre-agnostic — works for any game with narrative elements.
Trigger: story structure, branching narrative, player agency, non-linear story, act structure, story beats, narrative arc, dialogue tree, multiple endings, player choice, consequence system, narrative design
quest-narrative-coherence — ensures all story content is consistentworldbuilding — provides the world context for the storyHideo Kojima: "Games can tell stories that no other medium can — stories where the audience is the protagonist." Ken Levine: "Narrative should emerge from systems, not just scripted sequences." Hidetaka Miyazaki: "The best stories are the ones players piece together themselves."
Act 1 — Setup (10-20% of game)
Hook → World introduction → Inciting incident → Player given agency
Act 2 — Confrontation (60-70% of game)
Rising challenges → Major choices → Consequences compound → Midpoint twist
Act 3 — Resolution (10-20% of game)
Climax → Final choice → Resolution shaped by prior decisions → Denouement
[Start]
/ \
[Choice A] [Choice B]
/ \ \
[A1] [A2] [B1]
\ | /
[Convergence Point]
/ \
[Final A] [Final B]
Ki (Introduction) → Shō (Development) → Ten (Twist/Revelation) → Ketsu (Conclusion)
quest-narrative-coherence — story consistency validationworldbuilding — world contextcharacter-design-narrative — character arcs within the storyquest-mission-design — quests as story delivery mechanismHideo Kojima (Metal Gear Solid): Games have a unique narrative advantage — the player IS the character. Use this. Break the fourth wall. Make the player's real-world actions part of the story. The controller, the save file, the screen itself can all be narrative tools.
Ken Levine (BioShock): "Would you kindly" works because it uses game mechanics as narrative. The best game stories are inseparable from the gameplay — they can't be a movie, they can't be a book. They can ONLY be a game.
Hidetaka Miyazaki (Dark Souls): Not every player needs to understand the story. Layer narrative so casual players get the broad strokes, and dedicated players who read item descriptions and explore every corner find a deeper, richer story beneath.
tools
Use when implementing client-server state synchronization, delta compression, optimistic updates, rollback netcode, or real-time game state reconciliation. Triggers: state sync, netcode, delta, rollback, interpolation, prediction.
testing
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.
development
Audits existing game code against design principles — checks server-authority, schema conventions, auth security, payment safety, narrative coherence, and MVP scope drift. Extract the optional component name or path from the user's message (defaults to entire src/). Use after building components or before committing.
testing
Designs a single quest end-to-end — coherence check, objective tree, quest brief, and registry entry. Extract the quest name from the user's message. Requires docs/world-lore.md and docs/quest-registry.md.