quest-systemlisted
Install: claude install-skill Firzus/agent-skills
# Quest System
Build the quest layer of a game — data model, runtime, the scripting
engineering, emergent options, tracking UX, and authoring. Dialogue is a consumer
interface (`dialogue-system`). References: BotW/TotK (the datamined flag-driven
school) and Genshin (the datamined condition/exec school), with Witcher 3's
REDkit and Skyrim's Creation Kit as authoring references, and Shadow of
Mordor/Outer Wilds/Elden Ring for emergent and tracking models.
## The architecture rule
**Quests are data that observe the world — the world never waits for the quest.**
Definitions are immutable data; runtime state lives separately, keyed by stable
IDs; progression is event-driven. **A quest is a small program** — a tiny state
machine whose transitions are gated by gameplay conditions and whose state-entry
runs side-effecting actions.
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DATA MODEL taxonomy (types differ by policy) | Chapter→Quest→Step hierarchy |
a DAG of prerequisites | per-step conditions + actions + world
bindings + text KEYS (never text)
RUNTIME gameplay emits typed events; objectives subscribe; NO per-frame
polling (dirty-queue); world writes through the step's action list
into the shared world-state store; Inactive→Active→Completed
(+ Failed + Suspended from day one)
AUTHORING graph (Witcher 3) | numbered stages (Skyrim) | condition/exec tables
(Genshin, BotW); invariants: text separated from logic, debug console
built