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Get Started Free →Design or evaluate game story, world, characters, spaces, presence, aesthetics, and indirect control. Use when adding narrative, quests, levels, environments, character arcs, worldbuilding, environmental storytelling, or emotional context to gameplay.
.claude/skills/hashgraph-online-game-story-world-character/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 6% | 0% |
| case-02 | ✗→✓ | ▲ Improved | -17% | 0% |
| case-03 | ✗→✓ | ▲ Improved | -24% | 0% |
| case-05 | ✗→✓ | ▲ Improved | 12% | 0% |
| case-09 | ✗→✓ | ▲ Improved | -22% | 0% |
Use this skill to make narrative and world design serve play instead of competing with it. The output should give the coding agent clear content structures, state needs, triggers, and constraints.
Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapters 17-23 on story, indirect control, worlds, characters, spaces, presence, and aesthetics. The workflow is transformed and paraphrased.
Supporting source: MDA for separating authored mechanics from player-experienced dynamics and aesthetics.
Narrative Function: why the game needs story or world detail.Story-Gameplay Map: beats tied to player actions and system state.World Rules: facts, boundaries, tone, and contradictions to avoid.Character Specs: role, desire, behavior hooks, dialogue constraints, and gameplay purpose.Implementation Notes: state flags, triggers, content data, level cues, and tests.Before producing a story/world spec, read:
references/core/guide.mdworkflows/narrative-systems-spec.mdOther measured skills in the registry, with their headline benchmark lift.