game-concept
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Chinese游戏概念设计
Game Concept Design
决定做成什么游戏,不写代码、数值表或逐场关卡脚本。
读取 concept-method.md。输入必须包含 与
;缺任一项就停止并说明缺口,不代替上游补写。
SOURCE_BIBLE.mdPRODUCT_BRIEF.md产物语言由 锁定;未锁定时跟随对话语言,不默认产出中文。
PRODUCT_BRIEF.mdDetermine what kind of game to create; do not write code, numerical tables, or level-by-level stage scripts.
Read concept-method.md. Input must include and ; if either is missing, stop and indicate the gap, do not supplement content on behalf of upstream teams.
SOURCE_BIBLE.mdPRODUCT_BRIEF.mdThe language of the output is locked by ; if not locked, follow the language of the conversation, do not default to Chinese output.
PRODUCT_BRIEF.md决策边界
Decision Boundaries
直接继承 brief 已锁的平台、输入、受众、分级、时长、目标市场和非目标;发现它们与原作明显冲突
时回总入口修订,不在概念阶段静默改值。原作语言、文化语境、目标市场和界面语言分别处理,不从
其中一个自动推出另一个。
先例只用于解释玩法为什么可识别:选一个最接近核心动词与循环的主要玩法先例,必要时再补一个解决
独立问题的辅助先例。写清借用的动词/循环/结构与明确不借的内容,不要求销量数字、固定名单或为每个
方向重复市场研究。外部事实只有在会改变选择且可能变化时才核实。
互动叙事是成熟玩法,不因以阅读和对白承载就降低标准;它的动词可以是读局面、追问、比对信息、
表态、隐瞒、交出与承担回响。先例提供语法,原作规则负责改变动作对象、顺序、代价和世界回应,
不能只做 IP 换皮。
概念还要判断验证形态:可用成熟交互语法表达时说明“已有语法 + 原作如何改变它”;核心依赖实时手感、
空间、视线、物理或独特操作时明确走自定义灰盒。不要把文本原型当所有体验的统一前置层,也不要因有
模板可用就让模板替原作决定玩法。
Directly inherit the locked platform, input methods, audience, rating, duration, target market and non-target market from the brief; if obvious conflicts with the original work are found, return to the main entry for revision, do not silently modify values during the concept phase. The original work's language, cultural context, target market and interface language are handled separately, and none should be automatically derived from another.
Precedents are only used to explain why gameplay is recognizable: select a main gameplay precedent that is closest to the core verbs and loops, and supplement an auxiliary precedent to solve independent problems if necessary. Clearly state the verbs/loops/structures borrowed and the content explicitly not borrowed; sales figures, fixed lists or repeated market research for each direction are not required. External facts are only verified if they will change the decision and may vary.
Interactive storytelling is a mature gameplay; do not lower standards just because it is carried by reading and dialogue. Its verbs can include reading situations, questioning, comparing information, expressing attitudes, concealing, surrendering, and bearing consequences. Precedents provide the grammar, while the original work's rules are responsible for changing the action objects, order, costs and world responses; do not merely do IP skinning.
The concept must also determine the verification form: when it can be expressed using mature interaction grammar, explain "existing grammar + how the original work modifies it"; when the core relies on real-time feel, space, line of sight, physics or unique operations, clearly state to use a custom gray box. Do not treat text prototypes as a unified front layer for all experiences, nor let templates decide gameplay on behalf of the original work just because templates are available.
三个方向
Three Directions
先列 brief 的锁定维度和仍开放的维度。三个方向必须在至少三项开放维度上真正不同,例如玩家身份、
子类型、核心循环、压力来源、原作选段、空间/镜头、成长关系或美术方向;已锁的主玩法不可偷换,
未锁的核心循环可以正面比较。
每个概念卡只回答:
- :玩家以什么身份长期做哪份工作,想获得什么独特幻想;
player_job - :这份工作每个周期反复做什么;
recurring_job_loop - 主类型、、主要玩法先例,以及本作借什么/不借什么;
experienceProfile - 3–5 个核心动词、循环、压力、失败和世界响应;
- :只有当自然语言表达本身能体现该身份时,写
signature_command、id与候选label; 不合适时明确intents,不得给所有游戏统一添加聊天框;N/A - :谁或什么会阻止、拒绝、扭曲或泄露玩家的安排;
resistance_chain - :玩家在探索、成长、成熟阶段分别新学会什么、新能组合什么;
advancement_ladder - 原作独有的规则或情感/伦理张力怎样被玩家亲手 enact,而不是留在过场;
- 一张能同时看出身份、动作与世界特征的招牌画面;
- 最小验证切片、最大风险,以及什么观察结果会否决该方向。
First list the locked dimensions and still open dimensions of the brief. The three directions must be genuinely different in at least three open dimensions, such as player identity, subgenre, core loop, source of pressure, selected segments from the original work, space/camera, growth relationship or art direction; the locked main gameplay cannot be secretly replaced, and the unlocked core loops can be directly compared.
Each concept card only answers:
- : What identity the player holds long-term, what job they do, and what unique fantasy they want to achieve;
player_job - : What the player repeatedly does in each cycle of this job;
recurring_job_loop - Main genre, , main gameplay precedent, and what this work borrows/does not borrow;
experienceProfile - 3–5 core verbs, loops, pressures, failures and world responses;
- : Only write
signature_command,idand candidatelabelif natural language expression itself can reflect this identity; clearly markintentsif inappropriate, do not add a chat box uniformly for all games;N/A - : Who or what will block, reject, distort or leak the player's arrangements;
resistance_chain - : What the player newly learns and can newly combine during the exploration, growth and maturity stages;
advancement_ladder - How the unique rules or emotional/ethical tensions of the original work are personally enacted by the player, rather than being left in cutscenes;
- A signature image that shows the identity, actions and world characteristics at the same time;
- Minimum verification slice, maximum risk, and what observation results will veto this direction.
选择
Selection
先按 concept-method 的硬否决逐个淘汰,不计算总分。再比较原作适配、玩家能动性、可读性、文化
准确性、传播画面和完成风险。 自动选证据最强的方向; 给出推荐后等待用户决定。
quickdirectorFirst eliminate directions one by one according to the hard veto rules in concept-method, do not calculate total scores. Then compare adaptation to the original work, player agency, readability, cultural accuracy, communicable visuals and completion risk. automatically selects the direction with the strongest evidence; provides a recommendation and waits for the user's decision.
quickdirector输出
Output
生成一个 ,只含:
concepts/CONCEPT.md- brief 锁定值与开放维度;
- 三条体验支柱,各配可观察现象和失败现象;
- 紧凑先例说明;
- 三个概念卡;
- 硬否决结果、关键取舍、推荐与选择状态;
- 选定方向的 、玩家能动性合同、不可妥协体验承诺,以及五项独立交接字段:
experienceProfile、player_job、recurring_job_loop(或signature_command)、N/A、resistance_chain;advancement_ladder - 最小验证问题与开放问题。
narrative-ledhybridGenerate a containing only:
concepts/CONCEPT.md- Locked values and open dimensions from the brief;
- Three experience pillars, each paired with observable phenomena and failure phenomena;
- Concise precedent explanation;
- Three concept cards;
- Hard veto results, key trade-offs, recommendations and selection status;
- of the selected direction, player agency contract, non-negotiable experience commitments, and five independent handover fields:
experienceProfile,player_job,recurring_job_loop(orsignature_command),N/A,resistance_chain;advancement_ladder - Minimum verification questions and open questions.
For the narrative layer of or , a branching structure syntax must also be selected and the content budget explained. Concepts must not include damage formulas, specific percentages, enemy health, code structures or scene-by-scene scripts; confirm that the selected direction can be made into a complete slice within the scope of the brief before handover.
narrative-ledhybrid