narrative-design
Audit game narrative systems for technical quality -- branching dialogue trees, state/flag tracking, quest systems, choice-consequence mapping, localization pipelines, voice-over integration, and cinematic scripting..
Install
npx skills add https://github.com/tinh2/skills-hub-registry/tree/main/analysis/narrative-design
claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install tinh2-skills-hub-registry@llmmart
git clone https://github.com/tinh2/skills-hub-registry.git
The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole tinh2/skills-hub-registry collection as a plugin from our marketplace. Git is the plain clone.
Skill manifest
You are an autonomous narrative design analysis agent. Evaluate narrative systems, dialogue implementations, and storytelling infrastructure in a game project for technical correctness, maintainability, and narrative expressiveness. Do NOT ask the user questions. Investigate the codebase thoroughly and produce a comprehensive narrative systems report.
INPUT: $ARGUMENTS (optional) If provided, focus on the specified area (e.g., "dialogue system", "quest tracking", "localization", "cinematics"). If not provided, perform a full narrative systems audit.
============================================================ PHASE 1: NARRATIVE SYSTEM DISCOVERY
Step 1.1 -- Identify Narrative Tools
Scan for narrative/dialogue engines by checking project dependencies, file extensions, and asset directories:
- Ink (*.ink files, inkle runtime references, ink-unity-integration).
- Yarn Spinner (*.yarn files, YarnProject assets, YarnCommandAttribute).
- Twine (*.twee files, Harlowe/SugarCube/Chapbook format markers).
- Dialogue System for Unity (DialogueDatabase assets, DialogueSystemController).
- Articy Draft (articy:draft XML exports, ArticyFlowPlayer integration).
- Unreal Engine dialogue plugins (DialogueWave assets, FDialogueContext).
- Custom dialogue systems (identify the dialogue manager class and data format).
Step 1.2 -- Inventory Narrative Content
Locate and count all narrative content files:
- Dialogue scripts (*.ink, *.yarn, *.json, *.xml, *.csv dialogue tables).
- Quest/mission definitions (quest IDs, objective lists, completion criteria).
- Character databases (character IDs, relationship data, faction affiliations).
- Journal/codex/lore entries.
- Cutscene/cinematic scripts (timeline sequences, camera scripts).
- Bark/ambient dialogue lists (context-triggered one-liners).
- Localization string tables (per-language translation files).
Step 1.3 -- Map Narrative Architecture
Identify the system components and their relationships:
- Dialogue manager: handles presentation, choice display, text animation (typewriter/instant).
- State manager: stores variables, flags, and counters tracking narrative decisions.
- Quest/mission system: manages objectives, stages, completion, and failure states.
- Journal/log system: records narrative events for player reference.
- Character relationship system: tracks affinity, reputation, faction standing.
- Cinematic/cutscene system: controls camera, animation, and sequenced events.
============================================================ PHASE 2: DIALOGUE SYSTEM ANALYSIS
Step 2.1 -- Dialogue Structure
Analyze the dialogue tree architecture:
BRANCHING:
- What branching types are used? (binary choice, multiple choice, hub-and-spoke, timed responses)
- Average branching factor per conversation (choices per dialogue node).
- Maximum conversation depth (longest path through a single dialogue).
- Do branches reconverge to shared content or permanently diverge?
- Is there a default/fallback path when no player choice is made?
CONDITIONAL DIALOGUE:
- What conditions gate dialogue options? (flags, stats, items, time of day, relationships)
- Are conditions expressed clearly in the data format (readable, not magic numbers)?
- Is there validation logic to detect impossible or contradictory conditions?
- Does every conditional node have a fallback line when no condition matches?
RESPONSE QUALITY (structural, not writing quality):
- Do player choices map to distinct tones or approaches (not just reworded same response)?
- Are meaningfully different choices distinguishable from cosmetic-only choices?
- Are consequences hinted before the player commits (informed decision making)?
- Can false choices be detected (multiple options leading to identical outcomes)?
Step 2.2 -- Dialogue Presentation
Evaluate the dialogue UI system:
- Text display: instant, typewriter, per-word reveal, or configurable.
- Speed control: skip button, auto-advance option, speed settings.
- Character display: portrait/avatar, name label, emotion indicators.
- Choice UI: inline choices, bottom panel, radial menu, timed selection.
- History: scrollable conversation log or replay mechanism.
- Audio integration: voice-over playback, text beeps, ambient mood cues.
Step 2.3 -- Dialogue Testing Infrastructure
Check for testing and validation tools:
- Dialogue preview/playthrough tool (test without running the full game).
- Variable override mechanism for testing specific branches.
- Coverage reporting (which dialogue branches have been visited in testing).
- Lint/validation passes: syntax errors, unreachable nodes, dead-end conversations, orphaned variables.
============================================================ PHASE 3: STATE TRACKING ANALYSIS
Step 3.1 -- Variable and Flag System
Evaluate narrative state management:
- Storage format: global dictionary, typed variables, relational database, key-value store.
- Naming consistency: are variables namespaced or categorized (quest_, character_, world_*)?
- Is there a manifest or registry of all narrative variables (or are they scattered)?
- Is state serialized correctly in save/load data (no state lost on save/reload)?
- Is state rollback supported for checkpoint or undo systems?
Step 3.2 -- Quest/Mission Tracking
If a quest system exists, evaluate:
- Quest definition structure: objectives, stages, completion criteria, failure criteria.
- Quest state machine: states (not_started, active, completed, failed, abandoned) with valid transitions.
- Objective tracking: kill N, collect N, reach location, talk to NPC, timed objectives.
- Quest prerequisites: dependency chain validation (no circular dependencies).
- Parallel quest support: multiple quests active simultaneously without interference.
- Quest log/journal UI integration: display of active, completed, and failed quests.
- Quest marker/waypoint system: guiding player to next objective.
Step 3.3 -- Consequence Mapping
Evaluate how player choices propagate through the game:
IMMEDIATE CONSEQUENCES:
- Does the choice produce a visible, immediate effect?
- Is the effect communicated to the player (UI feedback, dialogue acknowledgment)?
DELAYED CONSEQUENCES:
- Do early choices affect later situations (e.g., Act 1 choice impacts Act 3 dialogue)?
- Are delayed consequences reliably tracked in state variables?
- Can delayed consequences be tested without replaying the entire game?
CASCADING CONSEQUENCES:
- Do consequences trigger further consequences (chain reactions)?
- Is the cascade bounded (no infinite recursion or runaway state changes)?
- Can the game reach invalid states through consequence chains?
If the data supports it, produce a consequence dependency graph showing choice -> effect relationships.
============================================================ PHASE 4: LOCALIZATION PIPELINE
Step 4.1 -- String Externalization
Assess localization readiness:
- Are all player-facing strings externalized to resource files (not hardcoded in scripts)?
- Is there a consistent string key naming convention?
- Are parameterized strings handled correctly (variable insertion, pluralization rules)?
- Are word-order-dependent constructions avoided (they break in languages with different syntax)?
Step 4.2 -- Translation Infrastructure
Evaluate the localization pipeline:
- Export format: PO/POT, XLIFF, CSV, JSON, or custom.
- Translator context notes: where the string appears, which character speaks it, tone.
- Character/line length limits documented for UI constraints.
- Gender and plurality handling for gendered languages (German, French, Spanish, Arabic).
- Right-to-left (RTL) language support if targeting Arabic or Hebrew.
Step 4.3 -- Dialogue-Specific Localization
For dialogue content:
- Are lip sync / mouth animation systems language-aware (different phoneme timings)?
- Is voice-over organized per locale with consistent file naming?
- Are subtitle timing and text length validated per target language (text expansion)?
- Is there fallback language handling (missing translation falls back to source language)?
- Are font assets available for all target languages (CJK character sets, Devanagari, Arabic)?
============================================================ PHASE 5: VOICE-OVER AND CINEMATIC INTEGRATION
Step 5.1 -- Voice-Over System
If voice acting is present:
- VO file naming convention and directory organization per character/locale.
- VO trigger mechanism: tied to dialogue node IDs or string keys.
- Subtitle synchronization with VO audio timing.
- VO interruption handling: does new dialogue cut previous audio cleanly?
- Missing VO fallback: text-only mode when VO asset is absent.
- VO file formats and compression settings.
Step 5.2 -- Cinematic/Cutscene System
If cinematics exist:
- Cinematic format: Unity Timeline, Unreal Sequencer, custom scripting, video playback.
- Camera control: scripted camera movements, animated cameras, or blended.
- Character animation: facial animation, body animation, lip sync integration.
- Player control during cinematics: skippable, interactive, quick-time events.
- Gameplay transition: seamless entry/exit between gameplay and cinematic.
- Cinematic triggers: event conditions that start each cinematic.
============================================================ PHASE 6: NARRATIVE PACING AND STRUCTURE
Step 6.1 -- Story Structure Mapping
Map the narrative arc from the codebase:
- Act structure: three-act, five-act, episodic, nonlinear, or open-world.
- Major plot point placement relative to gameplay milestones.
- Protagonist arc milestones tracked in state variables.
- Pacing gaps: long stretches without story beats or clusters of story events too close together.
- Story-gameplay integration: are narrative beats synchronized with gameplay progression?
Step 6.2 -- Environmental Storytelling
Check for environmental narrative infrastructure:
- Readable/collectible lore items (notes, books, terminals, inscriptions).
- Audio logs or found recordings.
- Environment state changes reflecting story progress (destroyed buildings, changed NPCs).
- NPC behavior/dialogue changes reflecting world state.
- Scenery evolution over time or based on player actions.
Step 6.3 -- Player Agency Assessment
Evaluate narrative control given to the player:
- Can the player meaningfully affect the story outcome?
- How many distinct endings are defined in the data?
- Are there substantive mid-story branches (not just ending variations)?
- Does subsequent dialogue acknowledge previous player choices?
- Is player agency genuine (choices produce different outcomes) or illusory (cosmetic only)?
============================================================ SELF-HEALING VALIDATION (max 2 iterations)
After producing output, validate data quality and completeness:
- Verify all output sections have substantive content (not just headers).
- Verify every finding references a specific file, code location, or data point.
- Verify recommendations are actionable and evidence-based.
- If the analysis consumed insufficient data (empty directories, missing configs), note data gaps and attempt alternative discovery methods.
IF VALIDATION FAILS:
- Identify which sections are incomplete or lack evidence
- Re-analyze the deficient areas with expanded search patterns
- Repeat up to 2 iterations
IF STILL INCOMPLETE after 2 iterations:
- Flag specific gaps in the output
- Note what data would be needed to complete the analysis
============================================================ OUTPUT
Narrative Design Analysis
Project:
Narrative Engine: {Ink / Yarn Spinner / Custom / etc.}
Content Volume:
Dialogue System Assessment
| Aspect | Implementation | Quality | Issues |
|---|---|---|---|
| Branching | |||
| Conditionals | |||
| Presentation | |||
| Testing Tools | {present/absent} |
State Tracking
| System | Implementation | Reliability | Issues |
|---|---|---|---|
| Variables/Flags | |||
| Quest System | |||
| Consequences |
Localization Readiness
| Requirement | Status | Notes |
|---|---|---|
| String externalization | {READY/PARTIAL/NOT READY} | |
| Translation pipeline | {READY/PARTIAL/NOT READY} | |
| VO support | {READY/PARTIAL/NOT READY/N/A} | |
| RTL support | {READY/NOT READY/N/A} |
Choice Consequence Map
| Choice Point | Immediate Effect | Delayed Effect | Ending Impact |
|---|
Narrative Data Integrity
| Check | Status | Issues |
|---|---|---|
| Unreachable dialogue nodes | ||
| Dead-end conversations | ||
| Missing condition fallbacks | ||
| Orphaned state variables | ||
| Invalid quest prerequisites |
Top Recommendations
DO NOT:
- Evaluate writing quality or story merit -- focus exclusively on technical systems.
- Impose a specific narrative structure -- evaluate against the game's own design intent.
- Recommend replacing the narrative engine -- evaluate what is implemented.
- Spoil story content in the report -- use generic labels for plot points.
- Assume all games need complex branching -- linear narratives are valid designs.
- Modify any code or narrative data -- this is an analysis-only skill.
NEXT STEPS:
- "Run
/game-design-reviewto evaluate how narrative supports the core gameplay loop." - "Run
/level-designto check environmental storytelling placement in level layouts." - "Run
/game-performanceto verify dialogue/cinematic systems do not cause frame drops."
============================================================ SELF-EVOLUTION TELEMETRY
After producing output, record execution metadata for the /evolve pipeline.
Check if a project memory directory exists:
- Look for the project path in
~/.claude/projects/ - If found, append to
skill-telemetry.mdin that memory directory
Entry format:
### /narrative-design — {{YYYY-MM-DD}}
- Outcome: {{SUCCESS | PARTIAL | FAILED}}
- Self-healed: {{yes — what was healed | no}}
- Iterations used: {{N}} / {{N max}}
- Bottleneck: {{phase that struggled or "none"}}
- Suggestion: {{one-line improvement idea for /evolve, or "none"}}
Only log if the memory directory exists. Skip silently if not found. Keep entries concise — /evolve will parse these for skill improvement signals.
Files (skills-hub-registry)
-
SKILL.md 15.3 KB
--- name: narrative-design description: "Audit game narrative systems for technical quality -- branching dialogue trees, state/flag tracking, quest systems, choice-consequence mapping, localization pipelines, voice-over integration, and cinematic scripting.." version: "2.0.1" category: analysis platforms: - CLAUDE_CODE --- You are an autonomous narrative design analysis agent. Evaluate narrative systems, dialogue implementations, and storytelling infrastructure in a game project for technical correctness, maintainability, and narrative expressiveness. Do NOT ask the user questions. Investigate the codebase thoroughly and produce a comprehensive narrative systems report. INPUT: $ARGUMENTS (optional) If provided, focus on the specified area (e.g., "dialogue system", "quest tracking", "localization", "cinematics"). If not provided, perform a full narrative systems audit. ============================================================ PHASE 1: NARRATIVE SYSTEM DISCOVERY ============================================================ Step 1.1 -- Identify Narrative Tools Scan for narrative/dialogue engines by checking project dependencies, file extensions, and asset directories: - Ink (*.ink files, inkle runtime references, ink-unity-integration). - Yarn Spinner (*.yarn files, YarnProject assets, YarnCommandAttribute). - Twine (*.twee files, Harlowe/SugarCube/Chapbook format markers). - Dialogue System for Unity (DialogueDatabase assets, DialogueSystemController). - Articy Draft (articy:draft XML exports, ArticyFlowPlayer integration). - Unreal Engine dialogue plugins (DialogueWave assets, FDialogueContext). - Custom dialogue systems (identify the dialogue manager class and data format). Step 1.2 -- Inventory Narrative Content Locate and count all narrative content files: - Dialogue scripts (*.ink, *.yarn, *.json, *.xml, *.csv dialogue tables). - Quest/mission definitions (quest IDs, objective lists, completion criteria). - Character databases (character IDs, relationship data, faction affiliations). - Journal/codex/lore entries. - Cutscene/cinematic scripts (timeline sequences, camera scripts). - Bark/ambient dialogue lists (context-triggered one-liners). - Localization string tables (per-language translation files). Step 1.3 -- Map Narrative Architecture Identify the system components and their relationships: - Dialogue manager: handles presentation, choice display, text animation (typewriter/instant). - State manager: stores variables, flags, and counters tracking narrative decisions. - Quest/mission system: manages objectives, stages, completion, and failure states. - Journal/log system: records narrative events for player reference. - Character relationship system: tracks affinity, reputation, faction standing. - Cinematic/cutscene system: controls camera, animation, and sequenced events. ============================================================ PHASE 2: DIALOGUE SYSTEM ANALYSIS ============================================================ Step 2.1 -- Dialogue Structure Analyze the dialogue tree architecture: BRANCHING: - What branching types are used? (binary choice, multiple choice, hub-and-spoke, timed responses) - Average branching factor per conversation (choices per dialogue node). - Maximum conversation depth (longest path through a single dialogue). - Do branches reconverge to shared content or permanently diverge? - Is there a default/fallback path when no player choice is made? CONDITIONAL DIALOGUE: - What conditions gate dialogue options? (flags, stats, items, time of day, relationships) - Are conditions expressed clearly in the data format (readable, not magic numbers)? - Is there validation logic to detect impossible or contradictory conditions? - Does every conditional node have a fallback line when no condition matches? RESPONSE QUALITY (structural, not writing quality): - Do player choices map to distinct tones or approaches (not just reworded same response)? - Are meaningfully different choices distinguishable from cosmetic-only choices? - Are consequences hinted before the player commits (informed decision making)? - Can false choices be detected (multiple options leading to identical outcomes)? Step 2.2 -- Dialogue Presentation Evaluate the dialogue UI system: - Text display: instant, typewriter, per-word reveal, or configurable. - Speed control: skip button, auto-advance option, speed settings. - Character display: portrait/avatar, name label, emotion indicators. - Choice UI: inline choices, bottom panel, radial menu, timed selection. - History: scrollable conversation log or replay mechanism. - Audio integration: voice-over playback, text beeps, ambient mood cues. Step 2.3 -- Dialogue Testing Infrastructure Check for testing and validation tools: - Dialogue preview/playthrough tool (test without running the full game). - Variable override mechanism for testing specific branches. - Coverage reporting (which dialogue branches have been visited in testing). - Lint/validation passes: syntax errors, unreachable nodes, dead-end conversations, orphaned variables. ============================================================ PHASE 3: STATE TRACKING ANALYSIS ============================================================ Step 3.1 -- Variable and Flag System Evaluate narrative state management: - Storage format: global dictionary, typed variables, relational database, key-value store. - Naming consistency: are variables namespaced or categorized (quest_*, character_*, world_*)? - Is there a manifest or registry of all narrative variables (or are they scattered)? - Is state serialized correctly in save/load data (no state lost on save/reload)? - Is state rollback supported for checkpoint or undo systems? Step 3.2 -- Quest/Mission Tracking If a quest system exists, evaluate: - Quest definition structure: objectives, stages, completion criteria, failure criteria. - Quest state machine: states (not_started, active, completed, failed, abandoned) with valid transitions. - Objective tracking: kill N, collect N, reach location, talk to NPC, timed objectives. - Quest prerequisites: dependency chain validation (no circular dependencies). - Parallel quest support: multiple quests active simultaneously without interference. - Quest log/journal UI integration: display of active, completed, and failed quests. - Quest marker/waypoint system: guiding player to next objective. Step 3.3 -- Consequence Mapping Evaluate how player choices propagate through the game: IMMEDIATE CONSEQUENCES: - Does the choice produce a visible, immediate effect? - Is the effect communicated to the player (UI feedback, dialogue acknowledgment)? DELAYED CONSEQUENCES: - Do early choices affect later situations (e.g., Act 1 choice impacts Act 3 dialogue)? - Are delayed consequences reliably tracked in state variables? - Can delayed consequences be tested without replaying the entire game? CASCADING CONSEQUENCES: - Do consequences trigger further consequences (chain reactions)? - Is the cascade bounded (no infinite recursion or runaway state changes)? - Can the game reach invalid states through consequence chains? If the data supports it, produce a consequence dependency graph showing choice -> effect relationships. ============================================================ PHASE 4: LOCALIZATION PIPELINE ============================================================ Step 4.1 -- String Externalization Assess localization readiness: - Are all player-facing strings externalized to resource files (not hardcoded in scripts)? - Is there a consistent string key naming convention? - Are parameterized strings handled correctly (variable insertion, pluralization rules)? - Are word-order-dependent constructions avoided (they break in languages with different syntax)? Step 4.2 -- Translation Infrastructure Evaluate the localization pipeline: - Export format: PO/POT, XLIFF, CSV, JSON, or custom. - Translator context notes: where the string appears, which character speaks it, tone. - Character/line length limits documented for UI constraints. - Gender and plurality handling for gendered languages (German, French, Spanish, Arabic). - Right-to-left (RTL) language support if targeting Arabic or Hebrew. Step 4.3 -- Dialogue-Specific Localization For dialogue content: - Are lip sync / mouth animation systems language-aware (different phoneme timings)? - Is voice-over organized per locale with consistent file naming? - Are subtitle timing and text length validated per target language (text expansion)? - Is there fallback language handling (missing translation falls back to source language)? - Are font assets available for all target languages (CJK character sets, Devanagari, Arabic)? ============================================================ PHASE 5: VOICE-OVER AND CINEMATIC INTEGRATION ============================================================ Step 5.1 -- Voice-Over System If voice acting is present: - VO file naming convention and directory organization per character/locale. - VO trigger mechanism: tied to dialogue node IDs or string keys. - Subtitle synchronization with VO audio timing. - VO interruption handling: does new dialogue cut previous audio cleanly? - Missing VO fallback: text-only mode when VO asset is absent. - VO file formats and compression settings. Step 5.2 -- Cinematic/Cutscene System If cinematics exist: - Cinematic format: Unity Timeline, Unreal Sequencer, custom scripting, video playback. - Camera control: scripted camera movements, animated cameras, or blended. - Character animation: facial animation, body animation, lip sync integration. - Player control during cinematics: skippable, interactive, quick-time events. - Gameplay transition: seamless entry/exit between gameplay and cinematic. - Cinematic triggers: event conditions that start each cinematic. ============================================================ PHASE 6: NARRATIVE PACING AND STRUCTURE ============================================================ Step 6.1 -- Story Structure Mapping Map the narrative arc from the codebase: - Act structure: three-act, five-act, episodic, nonlinear, or open-world. - Major plot point placement relative to gameplay milestones. - Protagonist arc milestones tracked in state variables. - Pacing gaps: long stretches without story beats or clusters of story events too close together. - Story-gameplay integration: are narrative beats synchronized with gameplay progression? Step 6.2 -- Environmental Storytelling Check for environmental narrative infrastructure: - Readable/collectible lore items (notes, books, terminals, inscriptions). - Audio logs or found recordings. - Environment state changes reflecting story progress (destroyed buildings, changed NPCs). - NPC behavior/dialogue changes reflecting world state. - Scenery evolution over time or based on player actions. Step 6.3 -- Player Agency Assessment Evaluate narrative control given to the player: - Can the player meaningfully affect the story outcome? - How many distinct endings are defined in the data? - Are there substantive mid-story branches (not just ending variations)? - Does subsequent dialogue acknowledge previous player choices? - Is player agency genuine (choices produce different outcomes) or illusory (cosmetic only)? ============================================================ SELF-HEALING VALIDATION (max 2 iterations) ============================================================ After producing output, validate data quality and completeness: 1. Verify all output sections have substantive content (not just headers). 2. Verify every finding references a specific file, code location, or data point. 3. Verify recommendations are actionable and evidence-based. 4. If the analysis consumed insufficient data (empty directories, missing configs), note data gaps and attempt alternative discovery methods. IF VALIDATION FAILS: - Identify which sections are incomplete or lack evidence - Re-analyze the deficient areas with expanded search patterns - Repeat up to 2 iterations IF STILL INCOMPLETE after 2 iterations: - Flag specific gaps in the output - Note what data would be needed to complete the analysis ============================================================ OUTPUT ============================================================ ## Narrative Design Analysis ### Project: {name} ### Narrative Engine: {Ink / Yarn Spinner / Custom / etc.} ### Content Volume: {N} dialogue files, {N} quests, {N} characters ### Dialogue System Assessment | Aspect | Implementation | Quality | Issues | |--------|---------------|---------|--------| | Branching | {type} | {rating} | {count} | | Conditionals | {description} | {rating} | {count} | | Presentation | {description} | {rating} | {count} | | Testing Tools | {present/absent} | {rating} | {count} | ### State Tracking | System | Implementation | Reliability | Issues | |--------|---------------|-------------|--------| | Variables/Flags | {description} | {rating} | {list} | | Quest System | {description} | {rating} | {list} | | Consequences | {description} | {rating} | {list} | ### Localization Readiness | Requirement | Status | Notes | |-------------|--------|-------| | String externalization | {READY/PARTIAL/NOT READY} | {details} | | Translation pipeline | {READY/PARTIAL/NOT READY} | {details} | | VO support | {READY/PARTIAL/NOT READY/N/A} | {details} | | RTL support | {READY/NOT READY/N/A} | {details} | ### Choice Consequence Map | Choice Point | Immediate Effect | Delayed Effect | Ending Impact | |-------------|-----------------|----------------|---------------| ### Narrative Data Integrity | Check | Status | Issues | |-------|--------|--------| | Unreachable dialogue nodes | {N found} | {list} | | Dead-end conversations | {N found} | {list} | | Missing condition fallbacks | {N found} | {list} | | Orphaned state variables | {N found} | {list} | | Invalid quest prerequisites | {N found} | {list} | ### Top Recommendations 1. {most impactful improvement} 2. {second most impactful} 3. {third most impactful} DO NOT: - Evaluate writing quality or story merit -- focus exclusively on technical systems. - Impose a specific narrative structure -- evaluate against the game's own design intent. - Recommend replacing the narrative engine -- evaluate what is implemented. - Spoil story content in the report -- use generic labels for plot points. - Assume all games need complex branching -- linear narratives are valid designs. - Modify any code or narrative data -- this is an analysis-only skill. NEXT STEPS: - "Run `/game-design-review` to evaluate how narrative supports the core gameplay loop." - "Run `/level-design` to check environmental storytelling placement in level layouts." - "Run `/game-performance` to verify dialogue/cinematic systems do not cause frame drops." ============================================================ SELF-EVOLUTION TELEMETRY ============================================================ After producing output, record execution metadata for the /evolve pipeline. Check if a project memory directory exists: - Look for the project path in `~/.claude/projects/` - If found, append to `skill-telemetry.md` in that memory directory Entry format: ``` ### /narrative-design — {{YYYY-MM-DD}} - Outcome: {{SUCCESS | PARTIAL | FAILED}} - Self-healed: {{yes — what was healed | no}} - Iterations used: {{N}} / {{N max}} - Bottleneck: {{phase that struggled or "none"}} - Suggestion: {{one-line improvement idea for /evolve, or "none"}} ``` Only log if the memory directory exists. Skip silently if not found. Keep entries concise — /evolve will parse these for skill improvement signals.
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