From game-dev
Designs quests, missions, objectives, quest trees, and reward structures for games. Enforces narrative coherence via mandatory checks. Use for quest, mission, or objective design.
How this skill is triggered — by the user, by Claude, or both
Slash command
/game-dev:quest-mission-designThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Quest types, objective trees, reward structures, and mission flow design for any game genre. Enforces narrative coherence through mandatory lore checks.
Quest types, objective trees, reward structures, and mission flow design for any game genre. Enforces narrative coherence through mandatory lore checks.
Trigger: quest design, mission design, objectives, quest types, quest rewards, quest tree, mission flow, side quests, main quest, quest chain, objective design
quest-narrative-coherence — MANDATORY. Read and follow the 5-step coherence check before creating ANY quest.game-design-fundamentals — core loop and reward system knowledgeworldbuilding — world context for quest settingJonathan Blow: "Every puzzle should feel like a genuine insight, not busywork." Sid Meier: "A game is a series of interesting decisions." Hidetaka Miyazaki: "Quests should reveal the world, not just provide objectives."
quest-narrative-coherence)game-economy-design for balancegame-design-fundamentalsFollow the 5-step check from quest-narrative-coherence. Load lore, check registry, validate, reference existing content, register.
Choose from the quest type taxonomy (see below).
Map out the objectives, branching paths, and completion conditions.
Cross-reference game-economy-design for appropriate reward scale.
Use the quest template in templates/.
Add to quest-registry.md per the coherence clause.
| Type | Description | Example (abstract) |
|---|---|---|
| Main Story | Advances primary narrative arc | "Uncover the truth about [event]" |
| Side Quest | Optional, enriches world | "Help [NPC] with [problem]" |
| Chain Quest | Multi-step, each unlocks next | "Phase 1 → Phase 2 → Phase 3" |
| Branching | Player choice determines outcome | "Side with [A] or [B]" |
| Repeatable | Can be done multiple times | "Daily challenge: [task]" |
| Discovery | Triggered by exploration | "Find [hidden thing] to unlock" |
| Social | Requires other players | "Complete [task] with a group" |
| Timed | Must complete within deadline | "Finish before [timer] expires" |
| Collection | Gather a set of items/objects | "Find all [N] pieces of [set]" |
| Escort/Protect | Keep something safe | "Protect [target] during [event]" |
Quest: [Name]
├── Objective 1: [Required]
│ ├── Sub-objective 1a: [Required]
│ └── Sub-objective 1b: [Optional bonus]
├── Objective 2: [Choice A OR Choice B]
│ ├── Choice A: [Path with consequence X]
│ └── Choice B: [Path with consequence Y]
└── Objective 3: [Final — depends on choice above]
├── Outcome A: [If chose A above]
└── Outcome B: [If chose B above]
quest-narrative-coherence — MANDATORY prerequisiteworldbuilding — world context for quest settinggame-economy-design — reward balancinggame-design-fundamentals — core loop integrationcharacter-design-narrative — NPC involvementpostgres-game-schema — quest data persistenceJonathan Blow (Braid, The Witness): Every quest objective should feel like a genuine insight. If the player is just following a marker, the quest has failed. The best quests make players think, experiment, and discover.
Sid Meier (Civilization): Quests are decisions. "Go kill X" is not a decision. "Choose between helping faction A (gaining their trust but angering B) or helping faction B" IS a decision.
Hidetaka Miyazaki (Dark Souls, Elden Ring): The best quests don't announce themselves. They emerge from exploration, environmental clues, and NPC conversations. The player should feel like they discovered the quest, not that it was assigned.
npx claudepluginhub fcsouza/agent-skills --plugin standalone-skillsDesigns objective structure, gating, branching, and player guidance for mission-like content. Use when building quests, objectives, or mission chains.
Provides patterns for branching game narratives: quest/event trees, dialogue systems, world-building layers, and lore bibles with YAML + Mermaid.
Level design fundamentals, pacing, difficulty progression, environmental storytelling, and spatial design for engaging gameplay experiences.