plugins/bravos-systems-as-experience/skills/using-systems-as-experience/SKILL.md
Router for systems-as-experience - emergence, sandbox, optimization, discovery, narrative, modding
npx skillsauth add tachyon-beep/skillpacks using-systems-as-experienceInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Your entry point to the systems-as-experience skillpack. Routes you to the right combination of specialized skills for your game design challenge.
This meta-skill:
Traditional game design: Systems support content
Systems-as-experience: Systems ARE the content
✅ Use systems-as-experience when:
❌ Don't use systems-as-experience when:
Hybrid approach: Most games blend both (BotW has authored Ganon encounter + emergent physics sandbox)
IMPORTANT: All reference sheets are located in the SAME DIRECTORY as this SKILL.md file.
When this skill is loaded from:
skills/using-systems-as-experience/SKILL.md
Reference sheets like emergent-gameplay-design.md are at:
skills/using-systems-as-experience/emergent-gameplay-design.md
NOT at:
skills/emergent-gameplay-design.md ← WRONG PATH
| Skill | When to Use | Examples | Time | |-------|-------------|----------|------| | emergent-gameplay-design ⭐ | Every systems-driven game starts here | BotW, Dwarf Fortress, Minecraft | 3-4h | | sandbox-design-patterns | Open-ended creativity games | Minecraft, Factorio, KSP | 2-3h | | strategic-depth-from-systems | Competitive games, build diversity | Path of Exile, StarCraft, Dota | 2-3h |
| Skill | When to Use | Examples | Time | |-------|-------------|----------|------| | optimization-as-play | Factory games, efficiency puzzles | Factorio, Satisfactory, Opus Magnum | 2-4h | | discovery-through-experimentation | Exploration, hidden depth | BotW, Outer Wilds, Noita | 2-4h | | player-driven-narratives | Simulation games, emergent storytelling | Dwarf Fortress, Rimworld, CK3 | 2-4h |
| Skill | When to Use | Examples | Time | |-------|-------------|----------|------| | modding-and-extensibility | Long-term community content | Skyrim, Minecraft, Factorio | 2-3h | | community-meta-gaming | Competitive, theorycrafting communities | Path of Exile, EVE Online, Dark Souls | 2-3h |
START: What type of game are you building?
├─ SANDBOX / CREATIVITY GAME
│ └─> emergent-gameplay-design + sandbox-design-patterns
│ + optimization-as-play (if optimization core)
│ + discovery-through-experimentation (if discovery-driven)
│ + modding-and-extensibility (if mod support)
├─ COMPETITIVE / STRATEGIC GAME
│ └─> emergent-gameplay-design + strategic-depth-from-systems
│ + community-meta-gaming (if competitive scene planned)
├─ SIMULATION / MANAGEMENT GAME
│ └─> emergent-gameplay-design + player-driven-narratives
│ + optimization-as-play (if optimization gameplay)
├─ EXPLORATION / DISCOVERY GAME
│ └─> emergent-gameplay-design + discovery-through-experimentation
│ + sandbox-design-patterns (if sandbox elements)
└─ MULTIPLAYER SOCIAL GAME
└─> player-driven-narratives + community-meta-gaming
| Game Type | Primary Skill | Secondary Skills | Examples | |-----------|---------------|------------------|----------| | Sandbox Builder | sandbox-design-patterns | emergent, optimization, discovery | Minecraft, Terraria | | Factory Game | optimization-as-play | emergent, sandbox | Factorio, Satisfactory | | Physics Sandbox | emergent-gameplay-design | discovery, sandbox | BotW, Noita | | Colony Sim | player-driven-narratives | emergent, optimization | Rimworld, DF | | Competitive Strategy | strategic-depth-from-systems | emergent, meta-gaming | PoE, Dota | | Exploration Game | discovery-through-experimentation | emergent, sandbox | Outer Wilds, Subnautica | | MMO Sandbox | player-driven-narratives | meta-gaming, modding | EVE Online |
See routing-scenarios.md for 22 detailed examples:
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
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.
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.
Problem: Trying to make EVERYTHING systemic (including authored narrative) Symptom: Losing authored emotional moments, pacing issues Fix: Most games blend systems + authored content. Use routing logic for systems portion only.
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.
| Need | Use | |------|-----| | Emergence requires simulation | emergent-gameplay-design + simulation-tactics | | Systems need math foundation | strategic-depth-from-systems + yzmir/game-theory | | Systems need feel/polish | optimization-as-play + lyra/game-feel |
Emergence (Core):
Depth:
Discovery:
Community:
The Golden Rule:
"Design systems that interact, then let players surprise you."
After routing, load the appropriate specialist sheet for detailed guidance. 8 specialist sheets:
Go build systems that surprise you.
development
Use when **managing the delivery of work** rather than building it — running a project or a program, not writing its code. Use when a team is busy but outcomes are not landing, when "when will it be done" has no defensible answer, when status is green every week until it is suddenly red, when dependencies surprise you, when a RAID log is a graveyard, or when several projects must be coordinated toward one outcome (a program). Lean/agile-leaning, honest about where program scale needs predictive structure. Pairs with `/axiom-planning` (turning one workstream into an implementation plan) and `/axiom-sdlc-engineering` (process maturity, requirements traceability, formal governance). Do not load for writing code, picking an architecture, or designing a single feature.
tools
--- name: using-product-management description: Use when a Claude is taking **standing ownership** of a software product and driving it end-to-end across many sessions — discovery, strategy, specs, delivery orchestration, and value validation — deciding *what to build, why, for whom,* and *whether it worked*, with continuity, decision provenance, and an authority boundary that escalates anything irreversible or outward-facing to the human owner. Owns the product disciplines: opportunity assessme
tools
Use when designing, implementing, or auditing an MCP (Model Context Protocol) server — tool API design, idempotency under agent retry, structured error envelopes agents can recover from, schema versioning across model drift, transport reliability (stdio / HTTP), output-shape and pagination discipline, and choosing between tools / resources / prompts / sampling. Also use when an MCP server's tools confuse agents, return unstructured errors, deadlock under concurrent calls, double-execute under retry, or lose state across reconnects. Do not use for general REST/GraphQL API design (use `/web-backend`), for client-side prompt engineering or tool-loop design (use `/llm-specialist`), for general in-process plugin architecture (use `/system-architect`), or for cryptographic-provenance audit trails (use `/audit-pipelines`).
development
Use when running **SQLite or DuckDB inside an application process** as the durable store — not as a development convenience but as the production database. Use when scaling an SQLite layer that worked at low concurrency and is now hitting SQLITE_BUSY, WAL bloat, lock contention, schema-migration ceremony, or correctness gaps under multi-process writers. Use when introducing DuckDB as an OLAP complement to an OLTP SQLite store, or when picking between the two for a new component. Pairs with `/web-backend` (the API surface above the DB) and `/audit-pipelines` (when the DB is also the audit trail). Do not load for server databases (Postgres, MySQL), key-value stores, or ORM choice in isolation.