team-live-ops
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ChineseArgument check: If no season name or event description is provided, output:
"Usage:— Provide the name or description of the season or live event to plan." Then stop immediately without spawning any subagents or reading any files./team-live-ops [season name or event description]
When this skill is invoked with a valid argument, orchestrate the live-ops team through a structured planning pipeline.
Decision Points: At each phase transition, use to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next phase.
AskUserQuestion参数检查: 如果未提供赛季名称或活动描述,输出:
"用法:— 请提供要规划的赛季或实时活动的名称或描述。" 随后立即停止操作,无需生成任何子Agent或读取任何文件。/team-live-ops [赛季名称或活动描述]
当传入有效参数调用此Skill时,将通过结构化规划流程协调Live-Ops团队。
决策节点: 在每个阶段过渡时,使用向用户展示子Agent的提案作为可选选项。在对话中写入Agent的完整分析,然后用简洁标签记录决策。用户必须批准后才能进入下一阶段。
AskUserQuestionTeam Composition
团队组成
- live-ops-designer — Season structure, event cadence, retention mechanics, battle pass
- economy-designer — Live economy balance, store rotation, currency pricing, pity timers
- analytics-engineer — Success metrics, A/B test design, event tracking, dashboard specs
- community-manager — Player-facing announcements, event descriptions, seasonal messaging
- narrative-director — Seasonal narrative theme, story arc, world event framing
- writer — Event descriptions, reward item names, seasonal flavor text, announcement copy
- live-ops-designer — 赛季结构、活动节奏、留存机制、战斗通行证
- economy-designer — 实时经济平衡、商店轮换、货币定价、保底机制
- analytics-engineer — 成功指标、A/B测试设计、事件追踪、仪表盘规格
- community-manager — 面向玩家的公告、活动说明、赛季宣传话术
- narrative-director — 赛季剧情主题、故事线、世界活动框架
- writer — 活动说明、奖励物品名称、赛季特色文本、公告文案
How to Delegate
任务分配方式
Use the Task tool to spawn each team member as a subagent:
- — Season/event structure and retention mechanics
subagent_type: live-ops-designer - — Live economy balance and reward pricing
subagent_type: economy-designer - — Success metrics, A/B tests, event instrumentation
subagent_type: analytics-engineer - — Player-facing communication and messaging
subagent_type: community-manager - — Seasonal theme and narrative framing
subagent_type: narrative-director - — All player-facing text: event descriptions, item names, copy
subagent_type: writer
Always provide full context in each agent's prompt (game concept path, existing season docs, ethics policy path, current economy state). Launch independent agents in parallel where the pipeline allows it (Phases 3 and 4 can run simultaneously).
使用Task工具将每位团队成员生成为子Agent:
- — 赛季/活动结构与留存机制
subagent_type: live-ops-designer - — 实时经济平衡与奖励定价
subagent_type: economy-designer - — 成功指标、A/B测试、事件埋点
subagent_type: analytics-engineer - — 面向玩家的沟通与宣传话术
subagent_type: community-manager - — 赛季主题与剧情框架
subagent_type: narrative-director - — 所有面向玩家的文本:活动说明、物品名称、文案
subagent_type: writer
务必在每个Agent的提示中提供完整上下文(游戏概念路径、现有赛季文档、伦理政策路径、当前经济状态)。在流程允许的情况下并行启动独立Agent(第3阶段和第4阶段可同时进行)。
Pipeline
规划流程
Phase 1: Season/Event Scoping
阶段1:赛季/活动范围界定
Delegate to live-ops-designer:
- Define the season or event: type (seasonal, limited-time event, challenge), duration, theme direction
- Outline the content list: what's new (modes, items, challenges, story beats)
- Define the retention hook: what brings players back daily/weekly during this season
- Identify resource budget: how much new content needs to be created vs. reused
- Output: season brief with scope, content list, and retention mechanic overview
分配给live-ops-designer:
- 定义赛季或活动:类型(赛季制、限时活动、挑战)、时长、主题方向
- 列出内容清单:新增内容(模式、物品、挑战、剧情节点)
- 定义留存钩子:赛季期间吸引玩家每日/每周回归的机制
- 确定资源预算:需新增的内容量 vs 可复用的内容量
- 输出:包含范围、内容清单和留存机制概述的赛季简报
Phase 2: Narrative Theme
阶段2:剧情主题设计
Delegate to narrative-director:
- Read the season brief from Phase 1
- Design the seasonal narrative theme: how does this event connect to the game world?
- Define the central story hook players will discover during the event
- Identify which existing lore threads this season can advance
- Output: narrative framing document (theme, story hook, lore connections)
分配给narrative-director:
- 阅读阶段1的赛季简报
- 设计赛季剧情主题:该活动如何与游戏世界关联?
- 定义玩家在活动中会发现的核心故事钩子
- 确定本赛季可以推进的现有剧情线索
- 输出:剧情框架文档(主题、故事钩子、剧情关联)
Phase 3: Economy Design (parallel with Phase 2 if theme is clear)
阶段3:经济系统设计(若主题明确可与阶段2并行)
Delegate to economy-designer:
- Read the season brief and existing economy rules from
design/live-ops/economy-rules.md - Design the reward track: free tier progression, premium tier value proposition
- Plan the in-season economy: seasonal currency, store rotation, pricing
- Define pity timer mechanics and bad-luck protection for any random elements
- Verify no pay-to-win items in premium track
- Output: economy design doc with reward tables, pricing, and currency flow
分配给economy-designer:
- 阅读赛季简报和中的现有经济规则
design/live-ops/economy-rules.md - 设计奖励路线:免费层级进度、付费层级价值主张
- 规划赛季内经济系统:赛季货币、商店轮换、定价
- 定义随机元素的保底机制和厄运保护规则
- 验证付费层级中无付费获胜(pay-to-win)物品
- 输出:包含奖励表、定价和货币流向的经济系统设计文档
Phase 4: Analytics and Success Metrics (parallel with Phase 3)
阶段4:数据分析与成功指标(与阶段3并行)
Delegate to analytics-engineer:
- Read the season brief
- Define success metrics: participation rate target, retention lift target, battle pass completion rate
- Design any A/B tests to run during the season (e.g., different reward cadences)
- Specify new telemetry events needed for this season's content
- Output: analytics plan with success criteria and instrumentation requirements
分配给analytics-engineer:
- 阅读赛季简报
- 定义成功指标:参与率目标、留存提升目标、战斗通行证完成率
- 设计赛季期间需运行的A/B测试(例如不同奖励节奏)
- 指定本赛季内容所需的新埋点事件
- 输出:包含成功标准和埋点要求的数据分析计划
Phase 5: Content Writing (parallel)
阶段5:内容撰写(并行)
Delegate in parallel:
- narrative-director (if needed): Write any in-game narrative text (cutscene scripts, NPC dialogue, world event descriptions) for the season
- writer: Write all player-facing text — event names, reward item descriptions, challenge objective text, seasonal flavor text
- Both should read the narrative framing doc from Phase 2
并行分配任务:
- narrative-director(如有需要):撰写本赛季的所有游戏内剧情文本(过场动画脚本、NPC对话、世界活动说明)
- writer:撰写所有面向玩家的文本——活动名称、奖励物品描述、挑战目标文本、赛季特色文本
- 两者均需阅读阶段2的剧情框架文档
Phase 6: Player Communication Plan
阶段6:玩家沟通计划
Delegate to community-manager:
- Read the season brief, economy design, and narrative framing
- Draft the season launch announcement (tone, key highlights, platform-specific versions)
- Plan the communication cadence: pre-launch teaser, launch day post, mid-season reminder, final week FOMO push
- Draft known-issues section placeholder for day-1 patch notes
- Output: communication calendar with draft copy for each touchpoint
分配给community-manager:
- 阅读赛季简报、经济系统设计和剧情框架
- 草拟赛季上线公告(语气、核心亮点、平台专属版本)
- 规划沟通节奏:上线前预告、上线当日推送、赛季中期提醒、最后一周稀缺感(FOMO)推送
- 草拟首日补丁说明中的已知问题板块占位内容
- 输出:包含每个沟通节点草拟文案的沟通日历
Phase 7: Review and Sign-off
阶段7:审核与签字确认
Collect outputs from all phases and present a consolidated season plan:
- Season brief (Phase 1)
- Narrative framing (Phase 2)
- Economy design and reward tables (Phase 3)
- Analytics plan and success metrics (Phase 4)
- Written content inventory (Phase 5)
- Communication calendar (Phase 6)
Present a summary to the user with:
- Content scope: what is being created
- Economy health check: does the reward track feel fair and non-predatory?
- Analytics readiness: are success criteria defined and instrumented?
- Ethics review: check the Phase 3 economy design against
design/live-ops/ethics-policy.md- If the file does not exist: flag "ETHICS REVIEW SKIPPED: not found. Economy design was not reviewed against an ethics policy. Recommend creating one before production begins." Include this flag in the season design output document. Add to next steps: create
design/live-ops/ethics-policy.md.design/live-ops/ethics-policy.md - If the file exists and a violation is found: flag "ETHICS FLAG: [element] in Phase 3 economy design violates [policy rule]. Approval is blocked until this is resolved." Do NOT issue a COMPLETE verdict or write output documents. Use with options: revise economy design / override with documented rationale / cancel. If user chooses to revise: re-spawn economy-designer to produce a corrected design, then return to Phase 7 review.
AskUserQuestion
- If the file does not exist: flag "ETHICS REVIEW SKIPPED:
- Open questions: decisions still needed before production begins
Ask the user to approve the season plan before delegating to production teams. Issue the COMPLETE verdict only after the user approves and no unresolved ethics violations remain. If an ethics violation is unresolved, end with Verdict: BLOCKED.
收集所有阶段的输出并整合为完整赛季计划:
- 赛季简报(阶段1)
- 剧情框架(阶段2)
- 经济系统设计与奖励表(阶段3)
- 数据分析计划与成功指标(阶段4)
- 撰写内容清单(阶段5)
- 沟通日历(阶段6)
向用户呈现总结内容,包括:
- 内容范围:将创建的内容
- 经济健康检查:奖励路线是否公平且无掠夺性?
- 数据分析就绪情况:是否已定义成功标准并完成埋点?
- 伦理审核:对照检查阶段3的经济系统设计
design/live-ops/ethics-policy.md- 若文件不存在:标记“ETHICS REVIEW SKIPPED: 未找到。经济系统设计未对照伦理政策审核。建议在投产前创建该文件。”将此标记纳入赛季设计输出文档。添加后续步骤:创建
design/live-ops/ethics-policy.md。design/live-ops/ethics-policy.md - 若文件存在且发现违规:标记“ETHICS FLAG: [元素] 在阶段3经济系统设计中违反[政策条款]。需解决此问题后方可批准。”不得出具COMPLETE结论或撰写输出文档。使用提供选项:修改经济系统设计 / 附上书面理由后跳过 / 取消。若用户选择修改:重新生成economy-designer以产出修正后的设计,然后返回阶段7审核。
AskUserQuestion
- 若文件不存在:标记“ETHICS REVIEW SKIPPED:
- 待解决问题:投产前仍需做出的决策
在将计划交付给生产团队前,需请求用户批准赛季计划。只有在用户批准且无未解决的伦理违规问题时,方可出具COMPLETE结论。若存在未解决的伦理违规问题,最终结论为:BLOCKED。
Output Documents
输出文档
All documents save to :
design/live-ops/- — Season design document (from Phase 1-3)
seasons/S[N]_[name].md - — Analytics plan (from Phase 4)
seasons/S[N]_[name]_analytics.md - — Communication calendar (from Phase 6)
seasons/S[N]_[name]_comms.md
所有文档保存至:
design/live-ops/- — 赛季设计文档(来自阶段1-3)
seasons/S[N]_[name].md - — 数据分析计划(来自阶段4)
seasons/S[N]_[name]_analytics.md - — 沟通日历(来自阶段6)
seasons/S[N]_[name]_comms.md
Error Recovery Protocol
错误恢复协议
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
- Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
- Offer options via AskUserQuestion with choices:
- Skip this agent and note the gap in the final report
- Retry with narrower scope
- Stop here and resolve the blocker first
- Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.
If a BLOCKED state is unresolvable, end with Verdict: BLOCKED instead of COMPLETE.
若任何通过Task生成的Agent返回BLOCKED、报错或无法完成任务:
- 立即告知用户:在继续后续依赖阶段前,向用户报告“[AgentName]: BLOCKED — [原因]”
- 评估依赖关系:检查被阻塞Agent的输出是否为后续阶段所需。若是,在未获得用户输入前不得越过该依赖节点。
- 通过AskUserQuestion提供选项:
- 跳过该Agent并在最终报告中注明缺口
- 缩小范围后重试
- 在此处停止并先解决阻塞问题
- 务必生成部分报告 — 输出所有已完成的内容。不得因单个Agent阻塞而丢弃已完成的工作。
若BLOCKED状态无法解决,最终结论为:BLOCKED而非COMPLETE。
File Write Protocol
文件写入协议
All file writes (season design docs, analytics plans, communication calendars) are
delegated to sub-agents spawned via Task. Each sub-agent enforces the
"May I write to [path]?" protocol. This orchestrator does not write files directly.
所有文件写入操作(赛季设计文档、数据分析计划、沟通日历)均通过Task生成的子Agent完成。每个子Agent需执行“是否可写入[路径]?”协议。此协调器不直接写入文件。
Output
输出内容
A summary covering: season theme and scope, economy design highlights, success metrics, content list, communication plan, and any open decisions needing user input before production.
Verdict: COMPLETE — season plan produced and handed off for production.
总结内容涵盖:赛季主题与范围、经济系统设计亮点、成功指标、内容清单、沟通计划,以及投产前需用户决策的待解决问题。
结论:COMPLETE — 赛季计划已生成并交付生产团队。
Next Steps
后续步骤
- Run on the season design document for consistency validation.
/design-review - Run to schedule content creation work for the season.
/sprint-plan - Run when the season content is ready to deploy.
/team-release
- 对赛季设计文档运行以验证一致性。
/design-review - 运行以安排赛季内容的创建工作。
/sprint-plan - 赛季内容准备就绪后运行进行部署。
/team-release