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Design game concepts from a novel. From SOURCE_BIBLE and PRODUCT_BRIEF, compare meaningful alternatives on the dimensions still unlocked, then select a playable direction using hard vetoes and explicit trade-offs. Use for what game should this novel become, compare game

From plugin
novel-to-game
7787 skills
Install
$ npx -y skills add worldwonderer/novel-to-game --skill game-concept --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/game-concept

Context preview

The summary Claude sees to decide when to auto-load this skill.

Design game concepts from a novel. From SOURCE_BIBLE and PRODUCT_BRIEF, compare meaningful alternatives on the dimensions still unlocked, then select a playable direction using hard vetoes and explicit trade-offs. Use for what game should this novel become, compare game

SKILL.md

game-concept.SKILL.md
name: game-concept
description: "Design game concepts from a novel. From SOURCE_BIBLE and PRODUCT_BRIEF, compare meaningful alternatives on the dimensions still unlocked, then select a playable direction using hard vetoes and explicit trade-offs. Use for what game should this novel become, compare game concepts, choose a game direction for this book, decide whether this novel should become an interactive story. 小说游戏概念设计。根据 SOURCE_BIBLE 与 PRODUCT_BRIEF 比较未锁定维度上的有效替代方案,用硬否决和关键取舍选择可玩方向。用于判断小说适合做成什么游戏、该不该做成互动叙事、比较游戏方案等需求。"

游戏概念设计

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](references/concept-method.md)。输入必须包含 `SOURCE_BIBLE.md` 与 `PRODUCT_BRIEF.md`;缺任一项就停止并说明缺口,不代替上游补写。

产物语言由 `PRODUCT_BRIEF.md` 锁定;未锁定时跟随对话语言,不默认产出中文。

决策边界

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。

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。

比较范围

先列 brief 的锁定维度和仍开放的维度,只比较能揭示真实取舍的方向,不凑概念数量或差异维度。 仅在方向仍开放时考察可信替代;用户已选定方向或不存在有效替代时说明原因,改为验证该方向的风险, 不重开选择。

选择

先按 concept-method 的硬否决逐个淘汰,不计算总分,再按其比较维度选择。`quick` 自动选证据最强的 方向;`director` 只对尚未决定的方向给出推荐并等待用户选择。

输出

生成一个 `concepts/CONCEPT.md`,只含:

1. brief 锁定值与开放维度; 2. 体验承诺及其可观察现象和失败现象; 3. 紧凑先例说明; 4. 候选概念卡:主类型、`experienceProfile`、借用/拒绝的玩法先例、核心动作与循环、压力、失败、 世界响应;说明玩家身份如何形成反复行动、执行阻力与可观察变化,不要求独立的固定键名。 仅当自然语言能体现玩家身份时写 `signature_command` 的 `id`、`label` 与候选 `intents`,否则写 `N/A`; 最后说明原作张力如何由玩家亲手 enact、招牌画面、最小验证切片、最大风险 和否决观察; 5. 硬否决结果、关键取舍、推荐与选择状态; 6. 选定方向的玩家能动性合同、不可妥协体验承诺; 7. 最小验证问题与开放问题。

`narrative-led` 或 `hybrid` 的叙事层还要选择一种分支结构语法并说明内容预算。交接前确认选定方向 可在 brief 范围内做成完整切片。

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Ships withnovel-to-game

Project page: · All ZenStory AI projects: A source-grounded novel-to-game workflow: adaptation design, target-runtime builds, and evidence-based QA. NovelToGame is an open-source Agent Skills toolkit for Claude Code, Codex, and Kimi Code.

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Repo: worldwonderer/novel-to-game

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