SuperAPI AI Directory

audit-quest-variety

Design & creation

View repository

Updated 10-28 08:38

About this skill

Audit Quest Variety

Audit the player experience across a quest portfolio, not merely the prose of individual quests.

Variety is multidimensional. Two quests can have different stories but feel identical if the player performs the same verbs in the same order.

Dimensions

Player verbs

Kill, collect, talk, investigate, navigate, sneak, protect, trade, choose, etc.

Objective grammar

Sequence patterns such as:

  • travel → kill → return
  • talk → collect → talk
  • investigate → confront → choose

Narrative fantasy

Detect whether supposedly different quests repeatedly express the same fantasy.

Location use

Repeated route, arena, hub, biome, or staging pattern.

Resistance

Combat, puzzle, social, resource, navigation, timing, stealth, information.

Complication type

More enemies, betrayal, reinterpretation, time pressure, changed objective, moral cost, resource loss, etc.

Choice structure

Presence, type, consequence depth, and repeated morality patterns.

Reward

Currency, gear, relationship, knowledge, access, status, world change.

Pacing

Quest duration, beat count, intensity profile, downtime.

Procedure

  1. Extract quest beats and player verbs.
  2. Normalize synonymous verbs where useful.
  3. Classify objective grammar.
  4. Count dimensions across the portfolio.
  5. Identify dominant combinations, not just dominant individual verbs.
  6. Compare narrative promise/fantasy with actual player activity.
  7. Flag clusters that are likely to feel repetitive.
  8. Recommend underused design dimensions rather than rewriting quests.

Output

Portfolio summary

Number of quests and dominant experience patterns.

Verb distribution

Verb Count Share Notes

Common quest grammars

Repetition clusters

Groups of quests with highly similar structure.

Underused dimensions

Mechanics/verbs/complications already supported by the game but rarely used.

Narrative/gameplay mismatch

Example: political-intrigue premise but most quests are combat and collection.

Findings

For each:

  • evidence
  • severity
  • confidence
  • player-experience risk
  • smallest diversification lever

Diversification levers:

  • change primary verb
  • change complication type
  • change information structure
  • change order/grammar
  • change resistance type
  • add meaningful decision
  • change reward/fantasy
  • reuse same assets with different objective logic

Important Constraint

Do not demand arbitrary variety. Repetition can establish mastery, genre identity, ritual, or efficient live-service cadence. Flag repetition when it undermines the intended fantasy or pacing.

Final Quality Check

Ask whether quests that read differently on paper also play differently in the player's hands.