--- name: gameplay-design description: Create or revise game actions, controls, actor behavior and knowledge, spaces, encounters, shared timing, or free audiovisual play. Use for an executable action contract, behavior, layout, encounter or controllable phrase. Skip pure economy, lore, subscription policy, technical refactors and wording changes that leave these game relationships unchanged. license: MIT metadata: assay-optional-skills: "evidence-research code-change test-writing" --- # Gameplay design Make the player's available action and its consequences concrete. A useful result can be a move, a behavior, a placed obstacle, a whole encounter, or a controllable sound-and-image phrase. Start directly with the relevant relationship; a known local change does not require designing the whole game. ## Construct the playable relationship 1. **Recover the current opportunity.** Identify the intended activity and the current artifact: what the participant can observe, choose and perform in the relevant starting state. For an existing game, use its actual action rules, camera, actor information and geometry. For a new design, give unspecified parameters explicit provisional values or variables. Choose units that let another person reproduce the important sequence. 2. **Make the change in its material.** Write the transition, behavior rule, geometry or control mapping that creates the intended opportunity. Preserve a useful commitment, pause or constraint when it carries the design. When alternatives are needed, vary a causal relationship: paying to interrupt an action differs from shortening every recovery; changing an enemy's knowledge differs from reducing its damage. Develop the selected version beyond labels. 3. **Join the relationships that determine this episode.** A warning is useful only relative to a permitted response in the participant's view; a route is useful relative to the controller and other active threats; an actor's spoken intention needs both an information source and an executable role. Use the smallest shared state or timeline that preserves those dependencies. 4. **Replay a discriminating sequence.** Resolve the boundary that could change the result: command before/at readiness, hidden target movement, a blocked role, a second threat, a phase boundary or two simultaneous controls. Carry the effect into the next meaningful choice. Revise the responsible rule or placement and replay its affected relation. 5. **Deliver the changed artifact and its consequence.** Show enough initial state, actions and resulting state to use the design. Name what the representation establishes. A timeline establishes its declared order; responsive control, perceived clarity and musical quality need the relevant execution or human material. ## Read the branch that supplies the missing construction | Decision | Read | Construct | | --- | --- | --- | | Input, cost, commitment, cancellation, contact or return of control | [Actions and time](references/actions-and-time.md#action-commitment) | Action transitions and a timed example | | A threat should be read and answered | [Signal and available response](references/actions-and-time.md#signal-and-available-response) | Participant cue, response deadline and a legal route | | Shared beat, simultaneous actions, pause or resumption | [Shared clock](references/actions-and-time.md#shared-clock) | Resolution order and phrase on one time base | | Sound, image or movement is the playable material, including no-win play | [Free audiovisual form](references/actions-and-time.md#free-audiovisual-form) | Control mapping, controllable phrase and changed composition | | Detection, search, rumors, testimony or coordinated behavior | [Entities](references/entities.md) | Allowed knowledge, role and fallback behavior | | Traversal, cover, placement or combined threats | [Space and situations](references/space-and-situations.md) | Scaled placement and an encounter sequence | For a change crossing owners, use the shared [relations and context](../game-design/references/relations-and-context.md). The [consumer and Assay contract](../game-design/references/consumer-and-assay-contract.md) owns access to the actual project and general methods; the [environment contracts](../game-design/references/environment-contracts.md) own what an operation can establish. Optional peer metadata does not load them. ## Connect to the other game decisions This skill owns actor knowledge, including the distinction between world fact, belief and expressed position. [Inference](../game-information-design/references/inference.md) owns the participant's available grounds and expression of a conclusion. [World relations](../game-world-narrative-design/references/world-relations.md) own the social or material relationship being expressed; [conditional story](../game-world-narrative-design/references/conditional-story.md) owns scene availability and dramatic consequences. Use [resources and development](../game-systems-design/references/resources-and-development.md) when an action changes future access, and [access and return](../game-participation-design/references/access-and-return.md) when who can perceive or execute it changes. A generated encounter also needs the selection policy in [repertoire](../game-content-design/references/repertoire.md).