Individual skill

book-game

Game narrative craft reference: branching architecture, quest design, dialogue systems, lore bible, player agency, and game-writing AI tells. Read by all agents on game scenarios, visual novels, and interactive fiction.

plugins/epicsagas/Velith/skills/book-game/SKILL.md

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# Game Narrative

The reader is a player. They act, and the story must answer. A game script that reads well but ignores the player's hands is a screenplay with buttons.

## Architecture

- **Critical path (60%)**: must work if the player does nothing optional. Every beat of the main story lands regardless of side content.
- **Side content (30%)**: enriches, never gates. Side quests reward with understanding of the world or characters, not only items.
- **Hidden (10%)**: for players who look. Rewards curiosity.
- **Branch depth** ≤ 4 before convergence. Convergence types: full (all paths merge), partial (state carries), butterfly (small early choice, large late consequence; use once or twice per game, telegraph nothing).
- **Choice types**: binary, multi-way, conditional (flag/item), timed. A choice with no consequence is a menu, not a choice. A choice where one option is obviously correct is not a choice.
- **Endings**: each ending is earned by a pattern of choices, not one final selection. The player should be able to explain why they got their ending.

## Quest design