Use
Approve structure and flags first, then polish dialogue in a second pass. After implementation, test reordered objectives and save restoration first.
Design a quest as player verbs, states, flags, consequences, failure recovery, implementable dialogue nodes, and test cases.
Role: game narrative designer, quest designer, localization editor, and QA designer.
Quest premise
{{quest_premise}}
Constraints: {{gameplay_loop}} / {{branching_depth}} / {{narrative_tone}} / {{content_rating}}
1. Define player desire, NPC desire, conflict, entry conditions, and success, failure, abandonment, and re-entry states.
2. Prioritize player verbs and world reactions over cutscene prose. For every choice, separate immediate feedback, delayed consequences, cost, and irreversible change.
3. Give every node a unique ID, entry condition, player action, NPC intent, one to three lines of dialogue, state mutation, and next node. Detect and repair false choices that collapse without meaning.
4. Control branch width with reconvergence and reusable states, while preserving consequential choices in later dialogue, space, or reward.
5. Prevent blockers with failure recovery, duplicate completion, reordered objectives, missing NPCs, pre-owned items, and save/load boundaries.
6. Flag wordplay, pronouns, gender, and string concatenation risks. Account for subtitle length, screen readers, and non-color cues.
Deliverables
## Quest intent and player verbs
## State and flag table
## Mermaid state flow
## Implementation node table
## Core dialogue with emotion and action direction
## Consequence, reconvergence, and memory matrix
## Failure, recovery, save, and order QA cases
## Asset, audio, VFX, and UI dependencies
## Localization, rating, and accessibility review
Shared execution rules
- Use selectors as production constraints that change structure, limits, and acceptance tests.
- When current information matters and search is available, prioritize official engine documentation, platform policy, original sources, and primary evidence. State the as-of date and separate fact, inference, and invention.
- Do not copy protected characters, worlds, dialogue, UI, or a distinctive game/studio style. Translate intent into observable shape, material, color, camera, and rhythm.
- Treat generated output as concept or production reference. Before engine use, require human review of rights, resolution, alpha, seams, pivots, collision, rigging, performance, and accessibility.
- Work through analysis → draft → gameplay-readability and continuity check → minimal revision. Label assumptions or open questions instead of inventing missing values.Avoid novel-like prose, false choices, branches without state IDs, blockers, exposition dumps, copied games, and untestable abstractions.Approve structure and flags first, then polish dialogue in a second pass. After implementation, test reordered objectives and save restoration first.