| name | quest-architecture |
| description | Design a quest or mission as an interactive state graph with player goals, entry conditions, objectives, choices, branches, failure/recovery, rewards, and world-state consequences. |
Quest Architecture
Use when this procedure is the primary professional method needed for the assignment.
Procedure
- Confirm the decision or outcome this work must support, its scope, owner, constraints, and definition of success.
- Establish the evidence baseline using game systems, world canon, player abilities, progression, locations, characters, and technical state constraints. Do not fill material gaps with assumptions when they can change the result.
- Define dramatic/gameplay purpose, model states/transitions, attach observable objectives and conditions, control branch explosion, and specify persistent consequences.
- Exercise realistic edge, failure, transition, or exception cases that could invalidate the result; record unresolved uncertainty explicitly.
- Validate the output against the original outcome and any neighboring professional contracts so this skill does not silently absorb another specialist's authority.
- Record the resulting artifact, measurements, decisions, provenance, and handoff information needed for another owner to reproduce or continue the work.
Quality gate
Every branch has a meaningful player-facing difference or justified convergence and the state graph has no unreachable/undefined terminal states.