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using-systems-as-experience

@tachyon-beep/skillpacks
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Router for systems-as-experience - emergence, sandbox, optimization, discovery, narrative, modding

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SKILL.md

name using-systems-as-experience
description Router for systems-as-experience - emergence, sandbox, optimization, discovery, narrative, modding
mode true
pack bravos/systems-as-experience
faction bravos
skill_type meta_router
dependencies bravos/systems-as-experience/emergent-gameplay-design, bravos/systems-as-experience/sandbox-design-patterns, bravos/systems-as-experience/strategic-depth-from-systems, bravos/systems-as-experience/optimization-as-play, bravos/systems-as-experience/discovery-through-experimentation, bravos/systems-as-experience/player-driven-narratives, bravos/systems-as-experience/modding-and-extensibility, bravos/systems-as-experience/community-meta-gaming
estimated_time_hours 0.5

Using Systems-as-Experience (Meta-Skill Router)

Your entry point to the systems-as-experience skillpack. This skill routes you to the right combination of specialized skills for your game design challenge.

Purpose

This is a meta-skill that:

  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

You should use this skill: When starting any systems-driven game design project.


Core Philosophy: Systems AS Experience

The Central Idea

Traditional game design: Systems support content

  • Design story → build mechanics to express it
  • Design levels → build systems to populate them
  • 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
  • Design for discovery → hidden depth rewards curiosity
  • 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
  • Community-driven content extends game life

❌ Don't use systems-as-experience when:

  • Authored narrative is primary experience
  • Linear progression with fixed setpieces
  • Cinematic, controlled emotional arcs
  • Hand-crafted, bespoke content is the appeal

Hybrid approach: Most games blend both (BotW has authored Ganon encounter + emergent physics sandbox)


Pack Overview: 8 Core Skills

Wave 1: Foundation (Core Concepts)

1. emergent-gameplay-design (FOUNDATIONAL ⭐)

When to use: Every systems-driven game starts here Teaches: Orthogonal mechanics, interaction matrices, emergence from simple rules Examples: BotW physics, Dwarf Fortress simulation, Minecraft crafting Time: 3-4 hours to apply Use when: Designing core systems that interact

2. sandbox-design-patterns

When to use: Open-ended creativity games (building, creation, simulation) Teaches: Constraint paradox, progressive complexity, meaningful limitation Examples: Minecraft, Factorio, Kerbal Space Program Time: 2-3 hours to apply Use when: Players create within constraints

3. strategic-depth-from-systems

When to use: Competitive games, build diversity, counter-play Teaches: Orthogonal strategic axes, synergy matrices, avoiding dominant strategies Examples: Path of Exile, StarCraft, Dota, deck builders Time: 2-3 hours to apply Use when: Players optimize builds/strategies

Wave 2: Specific Applications

4. optimization-as-play

When to use: Factory games, efficiency puzzles, production chains Teaches: Bottleneck gameplay, multiple optimization dimensions, satisfying feedback Examples: Factorio, Satisfactory, Opus Magnum, SpaceChem Time: 2-4 hours to apply Use when: Optimization IS the core loop

5. discovery-through-experimentation

When to use: Exploration games, hidden depth, knowledge-based progression Teaches: Environmental hints, safe experimentation, secrets, community discovery Examples: BotW, Outer Wilds, Noita, The Witness, fighting game tech Time: 2-4 hours to apply Use when: Curiosity drives engagement

6. player-driven-narratives

When to use: Simulation games, emergent storytelling, procedural characters Teaches: Systemic drama, relationships, AI storyteller, memorable moments Examples: Dwarf Fortress, Rimworld, Crusader Kings, EVE Online Time: 2-4 hours to apply Use when: Systems generate stories

Wave 3: Ecosystem

7. modding-and-extensibility

When to use: Games designed for long-term community content creation Teaches: Plugin architecture, mod APIs, tools, security, community infrastructure Examples: Skyrim, Minecraft, Factorio, Warcraft 3 Time: 2-3 hours to apply Use when: Players extend game beyond initial design

8. community-meta-gaming

When to use: Competitive games, theorycrafting communities, speedrunning Teaches: Build diversity, information transparency, competitive tools, persistent worlds Examples: Path of Exile, EVE Online, Dark Souls, Destiny raids Time: 2-3 hours to apply Use when: Community creates external meta-game


Routing Logic: Which Skills Do I Need?

Decision Tree

START: What type of game are you building?

├─ SANDBOX / CREATIVITY GAME
│  ├─ Players build/create freely?
│  │  └─> emergent-gameplay-design + sandbox-design-patterns
│  ├─ Optimization is core loop?
│  │  └─> + optimization-as-play
│  ├─ Discovery-driven?
│  │  └─> + discovery-through-experimentation
│  └─ Mod support?
│     └─> + modding-and-extensibility
│
├─ COMPETITIVE / STRATEGIC GAME
│  ├─ Build diversity critical?
│  │  └─> emergent-gameplay-design + strategic-depth-from-systems
│  ├─ Competitive scene planned?
│  │  └─> + community-meta-gaming
│  ├─ Theorycrafting encouraged?
│  │  └─> + community-meta-gaming (again)
│  └─ Mod support for custom games?
│     └─> + modding-and-extensibility
│
├─ SIMULATION / MANAGEMENT GAME
│  ├─ Emergent stories important?
│  │  └─> emergent-gameplay-design + player-driven-narratives
│  ├─ Optimization gameplay?
│  │  └─> + optimization-as-play
│  ├─ Discovery-driven depth?
│  │  └─> + discovery-through-experimentation
│  └─ Mod support?
│     └─> + modding-and-extensibility
│
├─ EXPLORATION / DISCOVERY GAME
│  ├─ Physics/systems interactions?
│  │  └─> emergent-gameplay-design + discovery-through-experimentation
│  ├─ Sandbox elements?
│  │  └─> + sandbox-design-patterns
│  ├─ Speedrun community likely?
│  │  └─> + community-meta-gaming
│  └─ Secrets and depth?
│     └─> discovery-through-experimentation (primary)
│
└─ MULTIPLAYER SOCIAL GAME
   ├─ Player-driven politics/drama?
   │  └─> player-driven-narratives + community-meta-gaming
   ├─ Persistent world consequences?
   │  └─> player-driven-narratives (primary)
   ├─ User-generated content?
   │  └─> modding-and-extensibility
   └─ Emergent social dynamics?
      └─> emergent-gameplay-design + player-driven-narratives

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
Speedrun-Friendly discovery-through-experimentation meta-gaming Dark Souls, Celeste

20+ Scenarios: Which Skills Apply?

Scenario 1: "I'm building Minecraft-like voxel sandbox"

Primary: sandbox-design-patterns (progressive complexity, constraints) Secondary: emergent-gameplay-design (block interactions), discovery-through-experimentation (crafting recipes) Optional: modding-and-extensibility (Java mods, behavior packs) Estimated time: 6-10 hours

Scenario 2: "I'm building Factorio-style factory game"

Primary: optimization-as-play (bottleneck gameplay, throughput metrics) Secondary: sandbox-design-patterns (constraints drive creativity), emergent-gameplay-design (production chains) Optional: modding-and-extensibility (mod API like Factorio) Estimated time: 6-8 hours

Scenario 3: "I'm building BotW-style physics playground"

Primary: emergent-gameplay-design (orthogonal physics systems) Secondary: discovery-through-experimentation (environmental hints), sandbox-design-patterns (open world) Optional: community-meta-gaming (speedrun support) Estimated time: 7-10 hours

Scenario 4: "I'm building Rimworld-style colony sim"

Primary: player-driven-narratives (AI storyteller, emergent drama) Secondary: emergent-gameplay-design (system interactions), sandbox-design-patterns (base building) Optional: modding-and-extensibility (Rimworld has extensive mods) Estimated time: 6-10 hours

Scenario 5: "I'm building Path of Exile-style ARPG"

Primary: strategic-depth-from-systems (build diversity, synergy matrices) Secondary: community-meta-gaming (theorycrafting, economy), emergent-gameplay-design (skill interactions) Optional: modding-and-extensibility (third-party tools like Path of Building) Estimated time: 8-12 hours

Scenario 6: "I'm building Outer Wilds-style exploration"

Primary: discovery-through-experimentation (knowledge-based progression) Secondary: emergent-gameplay-design (physics puzzles), player-driven-narratives (environmental storytelling) Optional: None (tightly authored experience) Estimated time: 6-8 hours

Scenario 7: "I'm building EVE Online-style MMO sandbox"

Primary: player-driven-narratives (player politics, server-wide events) Secondary: community-meta-gaming (economy, competitive infrastructure), strategic-depth-from-systems (ship builds) Optional: modding-and-extensibility (API for third-party tools) Estimated time: 10-15 hours

Scenario 8: "I'm building Noita-style alchemy sandbox"

Primary: emergent-gameplay-design (elemental interactions) Secondary: discovery-through-experimentation (hidden combos), sandbox-design-patterns (pixel simulation) Optional: community-meta-gaming (speedrun categories) Estimated time: 6-8 hours

Scenario 9: "I'm building Dwarf Fortress-style simulation"

Primary: player-driven-narratives (procedural legends, relationships) Secondary: emergent-gameplay-design (simulation depth), sandbox-design-patterns (fortress building) Optional: modding-and-extensibility (ASCII replacements, mods) Estimated time: 8-12 hours

Scenario 10: "I'm building fighting game with tech depth"

Primary: discovery-through-experimentation (hidden techniques) Secondary: strategic-depth-from-systems (character matchups), community-meta-gaming (competitive scene) Optional: None (tight balance required) Estimated time: 6-8 hours

Scenario 11: "I'm building Destiny-style raid content"

Primary: strategic-depth-from-systems (build optimization) Secondary: community-meta-gaming (world's first races), player-driven-narratives (fireteam dynamics) Optional: None (authored encounters) Estimated time: 5-7 hours

Scenario 12: "I'm building Kerbal Space Program-style physics sandbox"

Primary: sandbox-design-patterns (rocket building constraints) Secondary: optimization-as-play (delta-v calculations), emergent-gameplay-design (physics interactions) Optional: modding-and-extensibility (KSP has massive mod scene) Estimated time: 6-10 hours

Scenario 13: "I'm building Opus Magnum-style optimization puzzle"

Primary: optimization-as-play (cost/cycles/area metrics) Secondary: sandbox-design-patterns (creative solutions), discovery-through-experimentation (optimal techniques) Optional: community-meta-gaming (leaderboards, percentiles) Estimated time: 4-6 hours

Scenario 14: "I'm building Dark Souls with invasions"

Primary: community-meta-gaming (PvP builds, covenants) Secondary: discovery-through-experimentation (secrets, hidden mechanics), strategic-depth-from-systems (build diversity) Optional: None (tight authored experience) Estimated time: 6-8 hours

Scenario 15: "I'm building Crusader Kings-style dynasty sim"

Primary: player-driven-narratives (procedural soap opera) Secondary: strategic-depth-from-systems (dynasty management), sandbox-design-patterns (emergent history) Optional: modding-and-extensibility (CK has massive mod community) Estimated time: 8-10 hours

Scenario 16: "I'm building Among Us-style social deduction"

Primary: community-meta-gaming (social strategies, meta evolution) Secondary: player-driven-narratives (emergent betrayal drama), strategic-depth-from-systems (role balance) Optional: None (tight social dynamics) Estimated time: 4-6 hours

Scenario 17: "I'm building Terraria-style action-sandbox"

Primary: sandbox-design-patterns (progressive content unlocks) Secondary: emergent-gameplay-design (item synergies), discovery-through-experimentation (hidden bosses) Optional: modding-and-extensibility (tModLoader) Estimated time: 7-10 hours

Scenario 18: "I'm building Stardew Valley-style farming sim"

Primary: sandbox-design-patterns (farm optimization) Secondary: optimization-as-play (crop scheduling), player-driven-narratives (NPC relationships) Optional: modding-and-extensibility (SMAPI) Estimated time: 6-8 hours

Scenario 19: "I'm building Skyrim-style open RPG"

Primary: sandbox-design-patterns (open world exploration) Secondary: discovery-through-experimentation (hidden content), modding-and-extensibility (Creation Kit) Optional: player-driven-narratives (emergent quests) Estimated time: 8-12 hours

Scenario 20: "I'm building Starcraft-style RTS"

Primary: strategic-depth-from-systems (unit counters, build orders) Secondary: community-meta-gaming (competitive scene, replays), emergent-gameplay-design (unit interactions) Optional: modding-and-extensibility (custom maps like Arcade) Estimated time: 8-10 hours

Scenario 21: "I'm building Satisfactory (3D Factorio)"

Primary: optimization-as-play (vertical factory planning) Secondary: sandbox-design-patterns (exploration + building), emergent-gameplay-design (conveyor networks) Optional: modding-and-extensibility (mod support growing) Estimated time: 6-8 hours

Scenario 22: "I'm building Wildermyth-style procedural RPG"

Primary: player-driven-narratives (character arcs, relationships) Secondary: emergent-gameplay-design (tactical combat), strategic-depth-from-systems (build variety) Optional: discovery-through-experimentation (hidden events) Estimated time: 6-10 hours


Multi-Skill Workflows

Workflow 1: Sandbox Builder (Minecraft, Terraria)

Skills in sequence:

  1. emergent-gameplay-design (2-3h) - Design orthogonal block/item systems
  2. sandbox-design-patterns (2-3h) - Progressive complexity, constraints
  3. discovery-through-experimentation (2-3h) - Hidden crafting recipes, secrets
  4. modding-and-extensibility (2-3h) - Mod API, community tools

Total time: 8-12 hours Result: Sandbox with emergent depth, discoverable secrets, mod support

Workflow 2: Factory Game (Factorio, Dyson Sphere Program)

Skills in sequence:

  1. emergent-gameplay-design (2-3h) - Production chains, interactions
  2. sandbox-design-patterns (1-2h) - Spatial constraints, layouts
  3. optimization-as-play (3-4h) - Bottleneck gameplay, metrics, satisfaction
  4. modding-and-extensibility (2-3h) - Mod API (Factorio-style)

Total time: 8-12 hours Result: Factory game with optimization as core loop, mod ecosystem

Workflow 3: Physics Playground (BotW, Noita)

Skills in sequence:

  1. emergent-gameplay-design (3-4h) - Physics interactions, orthogonal systems
  2. discovery-through-experimentation (3-4h) - Environmental hints, safe testing
  3. sandbox-design-patterns (1-2h) - Open world structure
  4. community-meta-gaming (1-2h) - Speedrun support (optional)

Total time: 8-12 hours Result: Physics sandbox with discoverable depth, speedrun-friendly

Workflow 4: Colony Simulator (Rimworld, Dwarf Fortress)

Skills in sequence:

  1. emergent-gameplay-design (2-3h) - Simulation systems, interactions
  2. player-driven-narratives (3-4h) - AI storyteller, character arcs, drama
  3. sandbox-design-patterns (1-2h) - Base building constraints
  4. modding-and-extensibility (2-3h) - Mod support (DF/Rimworld-style)

Total time: 8-12 hours Result: Colony sim with emergent stories, mod ecosystem

Workflow 5: Competitive ARPG (Path of Exile, Diablo)

Skills in sequence:

  1. emergent-gameplay-design (2-3h) - Skill/item interactions
  2. strategic-depth-from-systems (3-4h) - Build diversity, synergy matrices
  3. community-meta-gaming (3-4h) - Theorycrafting, economy, leaderboards
  4. optimization-as-play (1-2h) - Build optimization tools (optional)

Total time: 9-13 hours Result: ARPG with theorycrafting depth, competitive scene

Workflow 6: Exploration Game (Outer Wilds, Subnautica)

Skills in sequence:

  1. discovery-through-experimentation (3-4h) - Knowledge-based progression
  2. emergent-gameplay-design (2-3h) - Physics/environmental systems
  3. sandbox-design-patterns (1-2h) - Open world structure
  4. player-driven-narratives (1-2h) - Environmental storytelling (optional)

Total time: 7-11 hours Result: Exploration game where discovery drives progression

Workflow 7: MMO Sandbox (EVE Online, Albion)

Skills in sequence:

  1. player-driven-narratives (3-4h) - Player politics, server-wide events
  2. community-meta-gaming (3-4h) - Economy, competitive infrastructure
  3. strategic-depth-from-systems (2-3h) - Build variety, counter-play
  4. modding-and-extensibility (1-2h) - API for third-party tools

Total time: 9-13 hours Result: MMO with player-driven content, thriving external meta-game

Workflow 8: Optimization Puzzle (Opus Magnum, SpaceChem)

Skills in sequence:

  1. optimization-as-play (3-4h) - Multiple metrics, leaderboards
  2. sandbox-design-patterns (2-3h) - Creative solution space
  3. discovery-through-experimentation (1-2h) - Optimal technique discovery
  4. community-meta-gaming (1-2h) - Percentile histograms, sharing

Total time: 7-11 hours Result: Optimization puzzle with competitive community


Quick Start Guides

Quick Start 1: Minimal Viable Emergence (4 hours)

Goal: Sandbox with basic emergent gameplay

Steps:

  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)

Result: Basic sandbox with player-discovered solutions

Quick Start 2: Optimization Game MVP (4 hours)

Goal: Factory game with bottleneck gameplay

Steps:

  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)

Result: Basic factory game with satisfying optimization

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

Goal: Exploration game with secrets

Steps:

  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)

Result: Exploration game with discoverable depth

Quick Start 4: Emergent Storytelling (4 hours)

Goal: Simulation with memorable stories

Steps:

  1. Read player-driven-narratives Quick Start (1h)
  2. Implement character relationships (1.5h)
  3. Add dramatic event generation (1h)
  4. Playtest for memorable moments (0.5h)

Result: Simulation that generates player stories


Integration with Other Skillpacks

Cross-Pack Dependencies

From Simulation-Tactics Pack (bravos)

  • When emergence requires simulation: Use emergent-gameplay-design + simulation-tactics
    • Example: BotW physics requires physics-simulation-patterns
    • Example: Dwarf Fortress requires ai-and-agent-simulation + player-driven-narratives

From Yzmir (Theory) Pack

  • When systems need mathematical foundation: Use strategic-depth-from-systems + yzmir/game-theory-foundations
    • Example: Path of Exile build math requires optimization theory
    • Example: EVE economy requires economic simulation theory

From Lyra (Player Experience) Pack

  • When systems need feel/polish: Use optimization-as-play + lyra/game-feel-and-polish
    • Example: Factorio needs juice on production milestones
    • Example: Satisfactory needs satisfying conveyor animations

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. BotW has both. 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.


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
  • Secrets feel earned, not arbitrary
  • "Aha moments" occur frequently

Community:

  • Players create external tools (wikis, calculators)
  • Meta-game emerges beyond playing
  • Community extends game through mods/content

Satisfaction:

  • Systems feel satisfying to master
  • Optimization provides clear feedback
  • Player expression is visible

Conclusion

The Golden Rule:

"Design systems that interact, then let players surprise you."

When You're Done with This Pack

You should be able to:

  • ✅ Identify which skills apply to your project
  • ✅ Apply 2-4 skills in correct sequence
  • ✅ Create games where systems ARE the content
  • ✅ Design for emergence, discovery, and community
  • ✅ Avoid common pitfalls in systemic design

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)

Pack Structure Reference

bravos/systems-as-experience/
├── using-systems-as-experience/        (THIS SKILL - router)
├── emergent-gameplay-design/           (FOUNDATIONAL ⭐)
├── sandbox-design-patterns/
├── strategic-depth-from-systems/
├── optimization-as-play/
├── discovery-through-experimentation/
├── player-driven-narratives/
├── modding-and-extensibility/
└── community-meta-gaming/

Total pack time: 16-28 hours for comprehensive implementation


Go build systems that surprise you.