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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:

  1. ✅ Routes you to the correct skills in this pack
  2. ✅ Combines multiple skills for complex projects
  3. ✅ Provides quick-start workflows for common game types
  4. ✅ 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 → build mechanics to express it
  • Content is king, systems are servants

Systems-as-experience: Systems ARE the content

  • Design orthogonal mechanics → emergence creates "content"
  • Design constraints → player creativity becomes gameplay
  • Systems are king, authored content is optional

When This Philosophy Applies

✅ 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

❌ 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 ← WRONG PATH


Pack Overview: 8 Core Skills

Wave 1: Foundation (Core Concepts)

SkillWhen to UseExamplesTime
emergent-gameplay-design ⭐Every systems-driven game starts hereBotW, Dwarf Fortress, Minecraft3-4h
sandbox-design-patternsOpen-ended creativity gamesMinecraft, Factorio, KSP2-3h
strategic-depth-from-systemsCompetitive games, build diversityPath of Exile, StarCraft, Dota2-3h

Wave 2: Specific Applications

SkillWhen to UseExamplesTime
optimization-as-playFactory games, efficiency puzzlesFactorio, Satisfactory, Opus Magnum2-4h
discovery-through-experimentationExploration, hidden depthBotW, Outer Wilds, Noita2-4h
player-driven-narrativesSimulation games, emergent storytellingDwarf Fortress, Rimworld, CK32-4h

Wave 3: Ecosystem

SkillWhen to UseExamplesTime
modding-and-extensibilityLong-term community contentSkyrim, Minecraft, Factorio2-3h
community-meta-gamingCompetitive, theorycrafting communitiesPath of Exile, EVE Online, Dark Souls2-3h

Routing Logic: Decision Tree

START: What type of game are you building?

├─ SANDBOX / CREATIVITY GAME
│  └─> emergent-gameplay-design + sandbox-design-patterns
│      + optimization-as-play (if optimization core)
│      + discovery-through-experimentation (if discovery-driven)
│      + modding-and-extensibility (if mod support)

├─ COMPETITIVE / STRATEGIC GAME
│  └─> emergent-gameplay-design + strategic-depth-from-systems
│      + community-meta-gaming (if competitive scene planned)

├─ SIMULATION / MANAGEMENT GAME
│  └─> emergent-gameplay-design + player-driven-narratives
│      + optimization-as-play (if optimization gameplay)

├─ EXPLORATION / DISCOVERY GAME
│  └─> emergent-gameplay-design + discovery-through-experimentation
│      + sandbox-design-patterns (if sandbox elements)

└─ MULTIPLAYER SOCIAL GAME
   └─> player-driven-narratives + community-meta-gaming

Quick Reference Table

Game TypePrimary SkillSecondary SkillsExamples
Sandbox Buildersandbox-design-patternsemergent, optimization, discoveryMinecraft, Terraria
Factory Gameoptimization-as-playemergent, sandboxFactorio, Satisfactory
Physics Sandboxemergent-gameplay-designdiscovery, sandboxBotW, Noita
Colony Simplayer-driven-narrativesemergent, optimizationRimworld, DF
Competitive Strategystrategic-depth-from-systemsemergent, meta-gamingPoE, Dota
Exploration Gamediscovery-through-experimentationemergent, sandboxOuter Wilds, Subnautica
MMO Sandboxplayer-driven-narrativesmeta-gaming, moddingEVE 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)

  1. emergent-gameplay-design (2-3h) - Orthogonal block/item systems
  2. sandbox-design-patterns (2-3h) - Progressive complexity, constraints
  3. discovery-through-experimentation (2-3h) - Hidden recipes, secrets
  4. modding-and-extensibility (2-3h) - Mod API Total: 8-12 hours

Workflow 2: Factory Game (Factorio, DSP)

  1. emergent-gameplay-design (2-3h) - Production chains
  2. sandbox-design-patterns (1-2h) - Spatial constraints
  3. optimization-as-play (3-4h) - Bottleneck gameplay, metrics
  4. modding-and-extensibility (2-3h) - Mod API Total: 8-12 hours

Workflow 3: Physics Playground (BotW, Noita)

  1. emergent-gameplay-design (3-4h) - Physics interactions
  2. discovery-through-experimentation (3-4h) - Environmental hints
  3. sandbox-design-patterns (1-2h) - Open world structure Total: 7-10 hours

Workflow 4: Colony Simulator (Rimworld, DF)

  1. emergent-gameplay-design (2-3h) - Simulation systems
  2. player-driven-narratives (3-4h) - AI storyteller, character arcs
  3. sandbox-design-patterns (1-2h) - Base building
  4. modding-and-extensibility (2-3h) - Mod support Total: 8-12 hours

Workflow 5: Competitive ARPG (Path of Exile)

  1. emergent-gameplay-design (2-3h) - Skill/item interactions
  2. strategic-depth-from-systems (3-4h) - Build diversity
  3. community-meta-gaming (3-4h) - Theorycrafting, economy Total: 8-11 hours

Quick Start Guides

Quick Start 1: Minimal Viable Emergence (4h)

  1. Read emergent-gameplay-design Quick Start (1h)
  2. Design 3 orthogonal systems with 9 interactions (1h)
  3. Prototype interaction matrix (1h)
  4. Playtest for emergent moments (1h)

Quick Start 2: Optimization Game MVP (4h)

  1. Read optimization-as-play Quick Start (1h)
  2. Implement production chain with visible metrics (1.5h)
  3. Add bottleneck visualization (1h)
  4. Playtest optimization loop (0.5h)

Quick Start 3: Discovery-Driven Exploration (4h)

  1. Read discovery-through-experimentation Quick Start (1h)
  2. Place environmental hints for 3 mechanics (1h)
  3. Create discovery journal system (1h)
  4. 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

NeedUse
Emergence requires simulationemergent-gameplay-design + simulation-tactics
Systems need math foundationstrategic-depth-from-systems + yzmir/game-theory
Systems need feel/polishoptimization-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

  1. Identify your game type (use routing logic above)
  2. Read foundational skill (usually emergent-gameplay-design)
  3. Apply skills in sequence (use workflows above)
  4. Playtest for emergence (look for unintended solutions)
  5. Iterate on interactions (orthogonal systems multiply)

Systems as Experience Specialist Skills Catalog

After routing, load the appropriate specialist skill for detailed guidance:

  1. emergent-gameplay-design.md - FOUNDATIONAL ⭐: Orthogonal systems, emergence, simulation over scripting
  2. sandbox-design-patterns.md - Open worlds, creative tools, freedom within constraints
  3. strategic-depth-from-systems.md - Build space analysis, strategic decision-making
  4. optimization-as-play.md - Factorio-style optimization loops, efficiency challenges
  5. discovery-through-experimentation.md - Hidden mechanics, eureka moments
  6. player-driven-narratives.md - Emergent stories, systemic consequences
  7. modding-and-extensibility.md - Mod support, community content
  8. community-meta-gaming.md - Theorycrafting, shared knowledge ecosystems
  9. routing-scenarios.md - 22 game type routing examples

Go build systems that surprise you.