using-systems-as-experience
Router for systems-as-experience - emergence, sandbox, optimization, discovery, narrative, modding
$ Installer
git clone https://github.com/tachyon-beep/skillpacks /tmp/skillpacks && cp -r /tmp/skillpacks/plugins/bravos-systems-as-experience/skills/using-systems-as-experience ~/.claude/skills/skillpacks// tip: Run this command in your terminal to install the skill
name: using-systems-as-experience description: Router for systems-as-experience - emergence, sandbox, optimization, discovery, narrative, modding
Using Systems-as-Experience (Meta-Skill Router)
Your entry point to the systems-as-experience skillpack. Routes you to the right combination of specialized skills for your game design challenge.
Purpose
This meta-skill:
- â Routes you to the correct skills in this pack
- â Combines multiple skills for complex projects
- â Provides quick-start workflows for common game types
- â Explains the pack's philosophy and when to use it
Core Philosophy: Systems AS Experience
The Central Idea
Traditional game design: Systems support content
- Design story â build mechanics to express it
- Content is king, systems are servants
Systems-as-experience: Systems ARE the content
- Design orthogonal mechanics â emergence creates "content"
- Design constraints â player creativity becomes gameplay
- Systems are king, authored content is optional
When This Philosophy Applies
â Use systems-as-experience when:
- Core loop is experimentation, creativity, or optimization
- Replayability through emergent outcomes is desired
- Player agency and expression are paramount
- Systems have inherent depth worth discovering
â Don't use systems-as-experience when:
- Authored narrative is primary experience
- Linear progression with fixed setpieces
- Hand-crafted, bespoke content is the appeal
Hybrid approach: Most games blend both (BotW has authored Ganon encounter + emergent physics sandbox)
How to Access Reference Sheets
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 â WRONG PATH
Pack Overview: 8 Core Skills
Wave 1: Foundation (Core Concepts)
| Skill | When to Use | Examples | Time |
|---|---|---|---|
| emergent-gameplay-design â | 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 |
Wave 2: Specific Applications
| 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 |
Wave 3: Ecosystem
| 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 |
Routing Logic: Decision Tree
START: What type of game are you building?
ââ SANDBOX / CREATIVITY GAME
â ââ> emergent-gameplay-design + sandbox-design-patterns
â + optimization-as-play (if optimization core)
â + discovery-through-experimentation (if discovery-driven)
â + modding-and-extensibility (if mod support)
ââ COMPETITIVE / STRATEGIC GAME
â ââ> emergent-gameplay-design + strategic-depth-from-systems
â + community-meta-gaming (if competitive scene planned)
ââ SIMULATION / MANAGEMENT GAME
â ââ> emergent-gameplay-design + player-driven-narratives
â + optimization-as-play (if optimization gameplay)
ââ EXPLORATION / DISCOVERY GAME
â ââ> emergent-gameplay-design + discovery-through-experimentation
â + sandbox-design-patterns (if sandbox elements)
ââ MULTIPLAYER SOCIAL GAME
ââ> player-driven-narratives + community-meta-gaming
Quick Reference Table
| 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 |
Detailed Routing Scenarios
See routing-scenarios.md for 22 detailed examples:
- Minecraft-like voxel sandbox
- Factorio-style factory game
- BotW-style physics playground
- Rimworld-style colony sim
- Path of Exile-style ARPG
- Outer Wilds-style exploration
- EVE Online-style MMO sandbox
- And 15 more...
Multi-Skill Workflows
Workflow 1: Sandbox Builder (Minecraft, Terraria)
- emergent-gameplay-design (2-3h) - Orthogonal block/item systems
- sandbox-design-patterns (2-3h) - Progressive complexity, constraints
- discovery-through-experimentation (2-3h) - Hidden recipes, secrets
- modding-and-extensibility (2-3h) - Mod API Total: 8-12 hours
Workflow 2: Factory Game (Factorio, DSP)
- emergent-gameplay-design (2-3h) - Production chains
- sandbox-design-patterns (1-2h) - Spatial constraints
- optimization-as-play (3-4h) - Bottleneck gameplay, metrics
- modding-and-extensibility (2-3h) - Mod API Total: 8-12 hours
Workflow 3: Physics Playground (BotW, Noita)
- emergent-gameplay-design (3-4h) - Physics interactions
- discovery-through-experimentation (3-4h) - Environmental hints
- sandbox-design-patterns (1-2h) - Open world structure Total: 7-10 hours
Workflow 4: Colony Simulator (Rimworld, DF)
- emergent-gameplay-design (2-3h) - Simulation systems
- player-driven-narratives (3-4h) - AI storyteller, character arcs
- sandbox-design-patterns (1-2h) - Base building
- modding-and-extensibility (2-3h) - Mod support Total: 8-12 hours
Workflow 5: Competitive ARPG (Path of Exile)
- emergent-gameplay-design (2-3h) - Skill/item interactions
- strategic-depth-from-systems (3-4h) - Build diversity
- community-meta-gaming (3-4h) - Theorycrafting, economy Total: 8-11 hours
Quick Start Guides
Quick Start 1: Minimal Viable Emergence (4h)
- Read emergent-gameplay-design Quick Start (1h)
- Design 3 orthogonal systems with 9 interactions (1h)
- Prototype interaction matrix (1h)
- Playtest for emergent moments (1h)
Quick Start 2: Optimization Game MVP (4h)
- Read optimization-as-play Quick Start (1h)
- Implement production chain with visible metrics (1.5h)
- Add bottleneck visualization (1h)
- Playtest optimization loop (0.5h)
Quick Start 3: Discovery-Driven Exploration (4h)
- Read discovery-through-experimentation Quick Start (1h)
- Place environmental hints for 3 mechanics (1h)
- Create discovery journal system (1h)
- Playtest hint effectiveness (1h)
Common Pitfalls
Pitfall 1: Starting with Wrong Skill
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
Pitfall 2: Over-Applying All Skills
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.
Pitfall 3: Skipping Foundation
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.
Pitfall 4: Not Recognizing Hybrid Design
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.
Pitfall 5: Underestimating Time
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.
Integration with Other Skillpacks
Cross-Pack Dependencies
| 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 |
Success Criteria
Your project successfully uses systems-as-experience when:
Emergence (Core):
- Players discover solutions you didn't intend
- System interactions create "content"
- Replayability through emergent variety
Depth:
- Hidden depth rewards mastery
- Community discovers new strategies
- No single dominant strategy
Discovery:
- Curiosity is rewarded
- "Aha moments" occur frequently
Community:
- Players create external tools
- Meta-game emerges beyond playing
Conclusion
The Golden Rule:
"Design systems that interact, then let players surprise you."
Next Steps
- Identify your game type (use routing logic above)
- Read foundational skill (usually emergent-gameplay-design)
- Apply skills in sequence (use workflows above)
- Playtest for emergence (look for unintended solutions)
- Iterate on interactions (orthogonal systems multiply)
Systems as Experience Specialist Skills Catalog
After routing, load the appropriate specialist skill for detailed guidance:
- emergent-gameplay-design.md - FOUNDATIONAL â: Orthogonal systems, emergence, simulation over scripting
- sandbox-design-patterns.md - Open worlds, creative tools, freedom within constraints
- strategic-depth-from-systems.md - Build space analysis, strategic decision-making
- optimization-as-play.md - Factorio-style optimization loops, efficiency challenges
- discovery-through-experimentation.md - Hidden mechanics, eureka moments
- player-driven-narratives.md - Emergent stories, systemic consequences
- modding-and-extensibility.md - Mod support, community content
- community-meta-gaming.md - Theorycrafting, shared knowledge ecosystems
- routing-scenarios.md - 22 game type routing examples
Go build systems that surprise you.
Repository
