Individual skill

game-concept

Design game concepts from a novel. From SOURCE_BIBLE and PRODUCT_BRIEF, compare meaningful alternatives on the dimensions still unlocked, then select a playable direction using hard vetoes and explicit trade-offs. Use for what game should this novel become, compare game concepts, choose a game direction for this book, decide whether this novel should become an interactive story. 小说游戏概念设计。根据 SOURCE_BIBLE 与 PRODUCT_BRIEF 对比尚未确定维度上的可行方案,通过硬性淘汰与关键取舍选定可玩方向。用于判断小说适合做成什么游戏、该不该做成互动叙事、比较游戏方案等需求。

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# 游戏概念设计

决定把原著做成什么游戏,不写代码、数值表或逐场关卡脚本。

读取 [concept-method.md](references/concept-method.md)。输入必须包含 `SOURCE_BIBLE.md` 与 `PRODUCT_BRIEF.md`;缺任一份即停止并说明缺口,不越权替上游补写。

产物语言由 `PRODUCT_BRIEF.md` 锁定;未锁定时跟随对话语言,不默认产出中文。

## 决策边界

直接沿用 `PRODUCT_BRIEF.md` 已锁定的平台、输入方式、目标受众、分级、时长、目标市场和明确非目标;若发现上述约束与原著明显冲突,退回总入口修订,不在概念阶段私自改值。原著语言、文化背景、目标发行市场和界面语言分开处理,不拿其中一项强推另一项。

互动叙事是成熟的游戏品类,不因以文本阅读和对白抉择为主就降低可玩性标准;玩家的核心动作同样包括审视局势、追问、比对线索、表态、隐瞒、交出证物并承担后续连锁反应。

概念阶段还需敲定白盒验证形态:可复用成熟品类交互时,写明「借用哪套成熟交互 + 原著如何改写其规则」;若核心体验高度依赖实时操作手感、空间走位、视线遮挡、物理反馈或独创操作,则明确采用定制白盒(`custom`)。不要把纯文字原型当成所有品类的通用前置步骤,也不要为了套现成模板而削足适履。
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