Router for systems-as-experience - emergence, sandbox, optimization, discovery, narrative, modding
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.
npx skills add tachyon-beep/将系统作为体验来使用下载完整 Skill 目录,包含 SKILL.md 及所有相关文件
@mainCategory:gaming-entertainment