team-live-ops
統籌 live-ops 團隊,規劃賽季或活動的內容、經濟、數據與公告
中文翻譯
---
name: team-live-ops
description: "統籌 live-ops 團隊(live-ops-designer、economy-designer、analytics-engineer、community-manager、writer),負責一個賽季或限時活動。"
argument-hint: "[season name or event description] [--review full|lean|solo]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate, Bash(bash "*/.claude/skills/team-live-ops/../../hooks/yaml-helper.sh" resolve_config *)
model: sonnet
---
# Team Live Ops
**參數檢查:** 如果沒有提供賽季名稱或活動描述,就輸出:
> "Usage: `/team-live-ops [season name or event description] [--review full|lean|solo]` — Provide the name or description of the season or live event to plan."
然後立刻停止,不要 spawn 任何 subagent,也不要讀任何檔案。
帶了有效參數時,就用結構化的規劃 pipeline 來統籌 live-ops 團隊。
**決策點:** 每個 phase 轉換時,用 `AskUserQuestion` 把 subagent 的提案做成可選項目給使用者選。先在對話中寫出 agent 的完整分析,再用簡短的標籤收下決定。
在 `collaborative` 模式下,使用者核准後才能進下一個 phase。
在 `guided` 模式下,pipeline 會自動往下走,除非某個 phase BLOCKED;
在 `autonomous` 模式下會從頭跑到尾,每個 phase 的結果用 `log_decision` 記錄下來。
屬於 `automation_always_ask` 類別的決策(`is_always_ask_category` helper)不管什麼模式一律要問。參見 `.claude/docs/automation-modes.md`。
## Phase 0: Resolve Config
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,team.size,workflow`
上面已經解析好了,直接用;`--review` 會覆蓋 `review_mode`。沒有這個區塊的話,就用 `.claude/docs/config-resolution.md` 裡的預設值。
`review_mode` 決定 director gate 的深度,而這條 pipeline 沒有 director gate:
下面任何 phase 在任何 `review_mode` 下,都不會 spawn CD-、TD-、PR- 或 AD-PHASE-GATE。它的 phase gate 就是 pipeline 自己的決策點(定義在下面的 `team.size` 底下),在這些點上工作的 agent 是團隊成員,不是 director gate。
`automation` 決定上面「決策點」那段的行為。各模式如何改變 pipeline 的行為,見上面的決策點說明和 `.claude/docs/automation-modes.md`。
**`team.size`**:哪些 agent 啟用(跟 review_mode 的 gate 深度和 workflow docs 互相獨立)。
- **`individual`**(預設):`live-ops-designer` + `economy-designer`。其他 agent 透過這兩個諮詢,不會另外 spawn。
- **`small`**:加上 `analytics-engineer` + `community-manager`。
- **`studio`**:再加上 `writer` + `narrative-director`(也就是文件中寫的完整 pipeline)。
在 `individual` 下需要用到的非核心 agent,會改由最接近的核心 agent 處理,並附一則說明。**「Phase gate」指的是這條 pipeline 自己列出、以 `AskUserQuestion` 決策點收尾的任何 phase**:可能是上面「決策點」底下的某個轉換,也可能是下面 pipeline 裡寫明的 **Gate** 步驟,**不管 `automation` 是哪個模式都一樣。** `guided` 和 `autonomous` 改變的是 gate 怎麼通過(自動往下走,或用 `log_decision` 記錄),不是它算不算 gate,所以下面的有界例外條件 (3) 在每個模式下的 gate 都成立。被限制成「只在 phase gate 出場」的 agent,只會在這些時點 spawn,其他時候不會。這個「依啟用名單縮小範圍」的規則適用於下面整條 pipeline:任何 phase 只要點名了啟用名單以外的 agent,就改由最接近的核心 agent 處理,不 spawn 它。
**在 Phase 1 之前先公布啟用名單,絕對不准讓縮減悄悄發生。**
spawn 任何東西之前,先用一行講清楚這次實際會 spawn 哪些 agent,以及下面 pipeline 有點名、但在目前 `team.size` 下**不會** spawn 的有哪些。例如:
> `Active set (team.size: <resolved>): <the agents listed for that size above>.`
> `Not spawned this run: <every other agent this pipeline names> — consulted`
> `through <nearest active core agent>. Raise team.size (or modes.rigor) to widen.`
內容要直接從上面的 `team.size` 清單和這個檔案自己的 pipeline 所點名的 agent 填,不要照抄範例。每個 orchestrator 這兩組名單都不一樣。
下面這條 pipeline 看起來像多 agent 的 fan-out,但在預設值下其實只有一兩個 agent:`team-release` 點名了十個、只跑一個,`team-narrative` 在五個 phase 裡點名了六個、只跑 `writer` 一個。**這樣縮減是對的**:`team.size` 是以嚴謹度為前提的,預設收窄就是用來省 token 的。
如果不明講,讀的人就分不出「正確縮減過的 run」和「壞掉的 pipeline」,而上面那條「由最接近的核心 agent 處理並附說明」的規則是在路由當下才觸發,從來不會交代整個 run 的樣子。
這跟這個檔案其他地方的「略過的檢查要回報」是同一條規則:**一個有被執行、卻從沒被講出來的限制,對讀輸出的人來說,跟從來沒執行過的限制看起來一模一樣。**
## Team Composition
- **live-ops-designer** — 賽季結構、活動節奏、留存機制、戰鬥通行證
- **economy-designer** — live 經濟平衡、商店輪替內容與價格(節奏由 live-ops-designer 決定)、貨幣定價、保底計時器
- **analytics-engineer** — 成功指標、A/B 測試設計、事件追蹤、儀表板規格
- **community-manager** — 面向玩家的公告、活動說明、賽季訊息
- **narrative-director** — 賽季敘事主題、故事弧線、世界事件的包裝
- **writer** — 活動說明、獎勵道具名稱、賽季氛圍文字、公告文案
## How to Delegate
用 `Agent` 工具把每個團隊成員 spawn 成 subagent:
- `subagent_type: live-ops-designer` — 賽季/活動結構與留存機制
- `subagent_type: economy-designer` — live 經濟平衡與獎勵定價
- `subagent_type: analytics-engineer` — 成功指標、A/B 測試、活動埋點
- `subagent_type: community-manager` — 面向玩家的溝通與訊息
- `subagent_type: narrative-director` — 賽季主題與敘事包裝
- `subagent_type: writer` — 所有面向玩家的文字:活動說明、道具名稱、文案
**給每個 agent 的 brief 要精簡,不要整包 context 倒過去。** 共用的輸入只讀**一次**,再把整理過的 brief 直接寫在 prompt 裡:只放每個 agent 真正需要的那幾行,你已經讀過的文件絕對不要只丟檔案路徑(agent 拿到路徑會把整份檔案重讀一遍)。只有你還沒讀、而且只有那個 agent 需要的文件,才給路徑。
**每個 agent 的 prompt 結尾都要加上回傳約定:**「Write your full output to `[path]` — that named path is your write authorisation under the bounded exception below, so write it without a separate approval prompt. Return **only** (1) the path written, (2) a ≤5-bullet summary of decisions, (3) any BLOCKED/CONCERNS items, one line each. Do not restate the documents you read.」沒有這個約定的話,agent 會把它讀過的東西全部倒回這個 session。
**`[path]` 要換成真實路徑。** 工作中的產出放在
`production/live-ops/[season-slug]/` 底下,`[season-slug]` 是參數轉成的 slug:全小寫、空格換成連字號。每個 agent 一個檔案,這樣平行的 phase 就不會共用同一個檔:
| Phase / agent | Writes to |
|---|---|
| 1 live-ops-designer | `production/live-ops/[season-slug]/brief.md` |
| 2 narrative-director | `production/live-ops/[season-slug]/narrative.md` |
| 3 economy-designer | `production/live-ops/[season-slug]/economy.md` |
| 4 analytics-engineer | `production/live-ops/[season-slug]/analytics.md` |
| 5 narrative-director | `production/live-ops/[season-slug]/narrative-text.md` |
| 5 writer | `production/live-ops/[season-slug]/copy.md` |
| 6 community-manager | `production/live-ops/[season-slug]/comms.md` |
這些是工作草稿;`design/live-ops/seasons/` 底下的最終文件是用它們彙整出來的(見 Output Documents)。
> **為什麼這不違反 Collaboration Protocol。** `CLAUDE.md` 要求 agent 在 Write/Edit 之前先問「May I write this to [filepath]?」。這裡 spawn 出來的 subagent **不問**就寫,這是刻意設計的有界例外,不是疏忽,跟 `consistency-check` 附加寫入 `active.md` 是同一個決定。這個例外只在三個條件**同時**成立時才有效:(1) 路徑是**你**在 prompt 裡指定的,所以使用者核准這個 phase 的時候,就等於核准了目的地;(2) 它是 `production/`、`docs/` 或 `tests/` 底下的新產物,絕對不是改既有的原始碼或設定;(3) 產生它的那個 phase,本身在 pipeline 往下走之前有 `AskUserQuestion` 把關。這三條以外,agent 一定要先問。**不要靠「每個 subagent 都問一次」來「修」這件事**:每個 agent 每個 phase 都跳一次提示,會讓 orchestrator 根本沒辦法用,這就是這個例外存在的原因。
只要 pipeline 允許,就把互相獨立的 agent 平行啟動(Phase 3 和 4 可以同時跑)。
## Pipeline
### Phase 1: Season/Event Scoping
委派給 **live-ops-designer**:
- 定義賽季或活動:類型(賽季、限時活動、挑戰)、持續時間、主題方向
- 列出內容清單:有什麼新東西(模式、道具、挑戰、劇情節拍)
- 定義留存鉤子:賽季期間是什麼讓玩家每天/每週回來
- 找出資源預算:有多少新內容要做、多少可以重複利用
- 輸出:包含範圍、內容清單與留存機制概述的賽季 brief
### Phase 2: Narrative Theme
委派給 **narrative-director**:
- 讀 Phase 1 的賽季 brief
- 設計賽季敘事主題:這個活動怎麼跟遊戲世界連起來?
- 定義玩家在活動中會發現的核心故事鉤子
- 找出這個賽季可以推進的既有背景設定線索
- 輸出:敘事包裝文件(主題、故事鉤子、背景設定的連結)
### Phase 3: Economy Design (parallel with Phase 4)
委派給 **economy-designer**:
- 讀賽季 brief,以及 `design/live-ops/economy-rules.md` 裡現有的經濟規則
- 設計獎勵軌道:免費層的進度、付費層的價值主張
- 規劃賽季內經濟:賽季貨幣、商店輪替內容、定價
- 為任何隨機要素定義保底計時器機制與壞運氣保護
- 確認付費軌道裡沒有 pay-to-win 的道具
- 輸出:附獎勵表、定價與貨幣流向的經濟設計文件
### Phase 4: Analytics and Success Metrics (parallel with Phase 3)
委派給 **analytics-engineer**:
- 讀賽季 brief
- 定義成功指標:參與率目標、留存提升目標、戰鬥通行證完成率
- 設計賽季期間要跑的 A/B 測試(例如不同的獎勵節奏)
- 指定這個賽季的內容所需要的新遙測事件
- 輸出:附成功標準與埋點需求的分析計畫
### Phase 5: Content Writing (parallel)
要等 Phase 3 和 Phase 4 的結果都收齊之後才開始。平行委派:
- **narrative-director**(如果需要):撰寫這個賽季的遊戲內敘事文字(過場腳本、NPC 對白、世界事件說明)
- **writer**:撰寫所有面向玩家的文字:活動名稱、獎勵道具說明、挑戰目標文字、賽季氛圍文字
- 兩者都要讀 Phase 2 的敘事包裝文件
### Phase 6: Player Communication Plan
委派給 **community-manager**:
- 讀賽季 brief、經濟設計與敘事包裝
- 草擬賽季上線公告(語氣、重點亮點、各平台版本)
- 規劃溝通節奏:上線前預告、上線日貼文、賽季中提醒、最後一週的 FOMO 推送
- 為第一天的 patch notes 草擬已知問題章節的佔位內容
- 輸出:附各接觸點草稿文案的溝通行事曆
### Phase 7: Review and Sign-off
收集所有 phase 的產出,呈現一份整合後的賽季計畫:
- 賽季 brief(Phase 1)
- 敘事包裝(Phase 2)
- 經濟設計與獎勵表(Phase 3)
- 分析計畫與成功指標(Phase 4)
- 文字內容清單(Phase 5)
- 溝通行事曆(Phase 6)
給使用者一份摘要,包含:
- **內容範圍**:正在製作什麼
- **經濟健康檢查**:獎勵軌道感覺公平、不坑人嗎?
- **分析就緒度**:成功標準有定義、也有埋點嗎?
- **倫理審查**:拿 Phase 3 的經濟設計對照 `design/live-ops/ethics-policy.md` 檢查
- 如果檔案不存在:標出「ETHICS REVIEW SKIPPED: `design/live-ops/ethics-policy.md` not found. Economy design was not reviewed against an ethics policy. Recommend creating one before production begins.」把這個標記放進賽季設計的輸出文件。在 next steps 加上:建立 `design/live-ops/ethics-policy.md`。
- 如果檔案存在而且發現違規:標出「ETHICS FLAG: [element] in Phase 3 economy design violates [policy rule]. Approval is blocked until this is resolved.」絕對不准發 COMPLETE verdict,也不准寫輸出文件。用 `AskUserQuestion` 提供選項:修改經濟設計 / 附上書面理由後強行放行 / 取消。使用者選擇修改的話:重新 spawn economy-designer 產出修正後的設計,再回到 Phase 7 審查。使用者選擇取消的話:以 Verdict: BLOCKED 結束,內容為「Live ops design cancelled due to unresolved ethics violation. Resolve the flagged issues and re-run /team-live-ops.」
- **待解問題**:開始製作之前還需要決定的事
交給製作團隊之前,要請使用者核准賽季計畫。只有在使用者核准、而且沒有未解決的倫理違規時,才能發 COMPLETE verdict。如果有倫理違規沒解決,就以 Verdict: **BLOCKED** 結束。
## Output Documents
所有文件都存到 `design/live-ops/`,**但 orchestrator 寫之前要先問。** `design/` 不在有界寫入例外涵蓋的三個目錄(`production/`、`docs/`、`tests/`)裡,所以拿到這些路徑的 sub-agent 一定得先問。不要靠放寬例外來讓它不出聲。
改照 `team-level` 的模式:sub-agent 把它們的工作產物寫在 `production/` 底下,例外可以涵蓋到那裡;**你**來彙整最終文件,並透過 `AskUserQuestion` 問:「May I write the season plan to
`design/live-ops/…`?」核准後才寫。
路徑:
- `seasons/S[N]_[name].md` — 賽季設計文件(來自 Phase 1-3)
- `seasons/S[N]_[name]_analytics.md` — 分析計畫(來自 Phase 4)
- `seasons/S[N]_[name]_comms.md` — 溝通行事曆(來自 Phase 6)
## Error Recovery Protocol
**先驗證產物。** 如果回傳約定指定了路徑,在把這個 phase 當成做完之前,先確認該路徑真的存在:**指名的產物不在磁碟上,就是失敗的 phase,不管回覆讀起來多流暢。** agent 可能耗掉整個 phase,回你一段看似合理的開場白,卻什麼都沒寫;這既不是 BLOCKED、也不是錯誤、也不是「無法完成」,所以下面的觸發條件永遠不會被觸發。要叫它繼續,並指明沒達成的約定;context 通常還在。
如果任何 spawn 出去的 agent 回傳 BLOCKED、出錯或無法完成:**立刻揭露,不要越過它所阻擋的依賴項繼續往下走,而且一定要產出部分報告。** 被略過的 agent 那一節要留成一個有名字的缺口,絕對不准用你自己的內容填進去。完整流程:`.claude/docs/error-recovery-protocol.md`。
如果 BLOCKED 狀態無法解決,就以 Verdict: **BLOCKED** 結束,不要發 COMPLETE。
## File Write Protocol
Sub-agent 把它們的工作產物寫在 `production/` 底下,依據的是上面「為什麼這不違反 Collaboration Protocol」所記載的**有界例外**:路徑是你指定的、產物是 `production/`、`docs/` 或 `tests/` 底下的新檔案、而且這個 phase 有 `AskUserQuestion` 把關。在這些範圍內,sub-agent **不會**每次寫入都問;範圍之外就一定要問。`design/live-ops/` 底下的**最終文件**(賽季設計、分析計畫、溝通行事曆)是例外:orchestrator 自己彙整,並在自己的「May I write …?」提示之後親自寫入(見上面的 Output Documents)。
## Output
一份摘要,涵蓋:賽季主題與範圍、經濟設計重點、成功指標、內容清單、溝通計畫,以及開始製作前還需要使用者決定的待解事項。
Verdict: **COMPLETE** — season plan produced and handed off for production.
## Next Steps
- 對賽季設計文件跑 `/design-review` 做一致性驗證。
- 跑 `/sprint-plan` 排定這個賽季的內容製作工作(在沒有 sprint 的 `workflow: minimal` 下,改把它加進 brief 的 build order)。
- 賽季內容準備好 deploy 時,跑 `/team-release`。
- 如果這次 run 因為倫理標記而以 **BLOCKED** 結束:依 `design/live-ops/ethics-policy.md` 修改經濟設計,再重新執行 `/team-live-ops`;上面三個步驟要等到計畫 COMPLETE 才做。英文原文
---
name: team-live-ops
description: "Orchestrate the live-ops team — live-ops-designer, economy-designer, analytics-engineer, community-manager, writer — for a season or live event."
argument-hint: "[season name or event description] [--review full|lean|solo]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate, Bash(bash "*/.claude/skills/team-live-ops/../../hooks/yaml-helper.sh" resolve_config *)
model: sonnet
---
# Team Live Ops
**Argument check:** If no season name or event description is provided, output:
> "Usage: `/team-live-ops [season name or event description] [--review full|lean|solo]` — Provide the name or description of the season or live event to plan."
Then stop immediately without spawning any subagents or reading any files.
When this skill is invoked with a valid argument, orchestrate the live-ops team through a structured planning pipeline.
**Decision Points:** At each phase transition, use `AskUserQuestion` to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
In `collaborative` mode, the user must approve before moving to the next phase.
In `guided` mode the pipeline advances automatically unless a phase is BLOCKED;
in `autonomous` mode it runs end to end, recording each phase outcome via
`log_decision`. Decisions in `automation_always_ask` categories
(`is_always_ask_category` helper) always prompt regardless of mode. See
`.claude/docs/automation-modes.md`.
## Phase 0: Resolve Config
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,team.size,workflow`
Resolved above — use as-is; `--review` overrides `review_mode`. No block →
defaults in `.claude/docs/config-resolution.md`.
`review_mode` sets director-gate depth, and this pipeline has no director gate:
no phase below spawns CD-, TD-, PR- or AD-PHASE-GATE, at any `review_mode`. Its
phase gates are the pipeline's own decision points (defined under `team.size`
below), and the agents that work at them are team members, not director gates.
`automation` drives the Decision Points note above. See the Decision Points note above and
`.claude/docs/automation-modes.md` for how each mode changes pipeline behavior.
**`team.size`**: which agents are active (orthogonal to review_mode gate-depth and workflow docs).
- **`individual`** (default): `live-ops-designer` + `economy-designer`. Other agents consulted via these two, not spawned separately.
- **`small`**: + `analytics-engineer` + `community-manager`.
- **`studio`**: + `writer` + `narrative-director` (the full pipeline as documented).
A non-core agent needed at `individual` routes through the nearest active core agent with an informational note. **"Phase gate" means any phase that ends in an `AskUserQuestion` decision point this pipeline itself lists** — a transition under Decision Points above, or a **Gate** step written into the pipeline below — **whatever the `automation` mode.** `guided` and `autonomous` change how a gate is passed (it auto-advances, or is recorded with `log_decision`), not whether it is one, so bounded-exception condition (3) below holds at it in every mode. An agent restricted to "phase gates only" is spawned at those points and no others. This active-set scoping applies throughout the pipeline below: any phase that names an agent outside the active set routes through the nearest core agent rather than spawning it.
**Announce the active set before Phase 1 — never let the collapse be silent.**
Before spawning anything, state in one line which agents this run will actually
spawn, and which the pipeline below names but will **not** spawn at the resolved
`team.size`. For example:
> `Active set (team.size: <resolved>): <the agents listed for that size above>.`
> `Not spawned this run: <every other agent this pipeline names> — consulted`
> `through <nearest active core agent>. Raise team.size (or modes.rigor) to widen.`
Fill it from the `team.size` list directly above and the agents this file's own
pipeline names — not from an example. Both sets differ per orchestrator.
The pipeline below reads as a multi-agent fan-out and at the shipped default it
is one or two agents — `team-release` names ten and runs one, `team-narrative`
names six across five phases and runs `writer` alone. **The collapse is correct**:
`team.size` is rigor-fronted and the narrow default is the token lever.
Without saying so, a reader cannot
distinguish a correctly-collapsed run from a broken pipeline, and the per-agent
"routes through the nearest core agent with an informational note" rule above
fires at routing time and never states the shape of the run as a whole.
This is the same rule as the skipped-check reporting elsewhere in this file: **a constraint that is enforced but never surfaced is
indistinguishable, to the person reading the output, from one that was never
enforced.**
## Team Composition
- **live-ops-designer** — Season structure, event cadence, retention mechanics, battle pass
- **economy-designer** — Live economy balance, store rotation contents and prices (live-ops-designer sets its cadence), currency pricing, pity timers
- **analytics-engineer** — Success metrics, A/B test design, event tracking, dashboard specs
- **community-manager** — Player-facing announcements, event descriptions, seasonal messaging
- **narrative-director** — Seasonal narrative theme, story arc, world event framing
- **writer** — Event descriptions, reward item names, seasonal flavor text, announcement copy
## How to Delegate
Use the `Agent` tool to spawn each team member as a subagent:
- `subagent_type: live-ops-designer` — Season/event structure and retention mechanics
- `subagent_type: economy-designer` — Live economy balance and reward pricing
- `subagent_type: analytics-engineer` — Success metrics, A/B tests, event instrumentation
- `subagent_type: community-manager` — Player-facing communication and messaging
- `subagent_type: narrative-director` — Seasonal theme and narrative framing
- `subagent_type: writer` — All player-facing text: event descriptions, item names, copy
**Brief each agent — do not dump context.** Read the shared inputs **once** and pass a distilled brief inline: the lines each agent actually needs, never a file path for a document you have already read (an agent handed a path re-reads the whole file). Pass a path only for a document you have not read and only that agent needs.
**End every agent prompt with a return contract:** "Write your full output to `[path]` — that named path is your write authorisation under the bounded exception below, so write it without a separate approval prompt. Return **only** (1) the path written, (2) a ≤5-bullet summary of decisions, (3) any BLOCKED/CONCERNS items, one line each. Do not restate the documents you read." Without it, an agent returns everything it read back into this session.
**Substitute a real path for `[path]`.** Working artifacts go under
`production/live-ops/[season-slug]/`, where `[season-slug]` is the argument as a
slug — lowercase, spaces → hyphens. One file per agent, so the parallel phases
never share one:
| Phase / agent | Writes to |
|---|---|
| 1 live-ops-designer | `production/live-ops/[season-slug]/brief.md` |
| 2 narrative-director | `production/live-ops/[season-slug]/narrative.md` |
| 3 economy-designer | `production/live-ops/[season-slug]/economy.md` |
| 4 analytics-engineer | `production/live-ops/[season-slug]/analytics.md` |
| 5 narrative-director | `production/live-ops/[season-slug]/narrative-text.md` |
| 5 writer | `production/live-ops/[season-slug]/copy.md` |
| 6 community-manager | `production/live-ops/[season-slug]/comms.md` |
These are working drafts; the final documents under `design/live-ops/seasons/`
are compiled from them (Output Documents).
> **Why this does not violate the Collaboration Protocol.** `CLAUDE.md` requires an agent to ask "May I write this to [filepath]?" before Write/Edit. A subagent spawned here writes **without** asking, and that is a deliberate, bounded exception rather than an oversight — the same call already made for `consistency-check` appending to `active.md`. The exception holds only when all three are true: (1) the path is one **you** named in the prompt, so the user approved the destination when they approved the phase; (2) it is a new artifact under `production/`, `docs/` or `tests/`, never an edit to existing source or config; (3) the phase that produced it is itself gated by an `AskUserQuestion` before the pipeline advances. Outside those three, the agent must ask. **Do not "fix" this by asking per subagent** — a prompt per agent per phase makes an orchestrator unusable, which is why the exception exists.
Launch independent agents in parallel where the pipeline allows it (Phases 3 and 4 can run simultaneously).
## Pipeline
### Phase 1: Season/Event Scoping
Delegate to **live-ops-designer**:
- Define the season or event: type (seasonal, limited-time event, challenge), duration, theme direction
- Outline the content list: what's new (modes, items, challenges, story beats)
- Define the retention hook: what brings players back daily/weekly during this season
- Identify resource budget: how much new content needs to be created vs. reused
- Output: season brief with scope, content list, and retention mechanic overview
### Phase 2: Narrative Theme
Delegate to **narrative-director**:
- Read the season brief from Phase 1
- Design the seasonal narrative theme: how does this event connect to the game world?
- Define the central story hook players will discover during the event
- Identify which existing lore threads this season can advance
- Output: narrative framing document (theme, story hook, lore connections)
### Phase 3: Economy Design (parallel with Phase 4)
Delegate to **economy-designer**:
- Read the season brief and existing economy rules from `design/live-ops/economy-rules.md`
- Design the reward track: free tier progression, premium tier value proposition
- Plan the in-season economy: seasonal currency, store rotation contents, pricing
- Define pity timer mechanics and bad-luck protection for any random elements
- Verify no pay-to-win items in premium track
- Output: economy design doc with reward tables, pricing, and currency flow
### Phase 4: Analytics and Success Metrics (parallel with Phase 3)
Delegate to **analytics-engineer**:
- Read the season brief
- Define success metrics: participation rate target, retention lift target, battle pass completion rate
- Design any A/B tests to run during the season (e.g., different reward cadences)
- Specify new telemetry events needed for this season's content
- Output: analytics plan with success criteria and instrumentation requirements
### Phase 5: Content Writing (parallel)
Start only after both Phase 3 and Phase 4 results are collected. Delegate in parallel:
- **narrative-director** (if needed): Write any in-game narrative text (cutscene scripts, NPC dialogue, world event descriptions) for the season
- **writer**: Write all player-facing text — event names, reward item descriptions, challenge objective text, seasonal flavor text
- Both should read the narrative framing doc from Phase 2
### Phase 6: Player Communication Plan
Delegate to **community-manager**:
- Read the season brief, economy design, and narrative framing
- Draft the season launch announcement (tone, key highlights, platform-specific versions)
- Plan the communication cadence: pre-launch teaser, launch day post, mid-season reminder, final week FOMO push
- Draft known-issues section placeholder for day-1 patch notes
- Output: communication calendar with draft copy for each touchpoint
### Phase 7: Review and Sign-off
Collect outputs from all phases and present a consolidated season plan:
- Season brief (Phase 1)
- Narrative framing (Phase 2)
- Economy design and reward tables (Phase 3)
- Analytics plan and success metrics (Phase 4)
- Written content inventory (Phase 5)
- Communication calendar (Phase 6)
Present a summary to the user with:
- **Content scope**: what is being created
- **Economy health check**: does the reward track feel fair and non-predatory?
- **Analytics readiness**: are success criteria defined and instrumented?
- **Ethics review**: check the Phase 3 economy design against `design/live-ops/ethics-policy.md`
- If the file does not exist: flag "ETHICS REVIEW SKIPPED: `design/live-ops/ethics-policy.md` not found. Economy design was not reviewed against an ethics policy. Recommend creating one before production begins." Include this flag in the season design output document. Add to next steps: create `design/live-ops/ethics-policy.md`.
- If the file exists and a violation is found: flag "ETHICS FLAG: [element] in Phase 3 economy design violates [policy rule]. Approval is blocked until this is resolved." Do NOT issue a COMPLETE verdict or write output documents. Use `AskUserQuestion` with options: revise economy design / override with documented rationale / cancel. If user chooses to revise: re-spawn economy-designer to produce a corrected design, then return to Phase 7 review. If user selects Cancel: end with Verdict: BLOCKED — "Live ops design cancelled due to unresolved ethics violation. Resolve the flagged issues and re-run /team-live-ops."
- **Open questions**: decisions still needed before production begins
Ask the user to approve the season plan before delegating to production teams. Issue the COMPLETE verdict only after the user approves and no unresolved ethics violations remain. If an ethics violation is unresolved, end with Verdict: **BLOCKED**.
## Output Documents
All documents save to `design/live-ops/` — **but the orchestrator asks before
writing them.** `design/` is NOT one of the three directories the bounded write
exception covers (`production/`, `docs/`, `tests/`), so a sub-agent handed one of
these paths must prompt. Do not widen the exception to silence that.
Follow `team-level`'s pattern instead: sub-agents write their working artifacts
under `production/`, where the exception does reach them; **you** compile the
final documents and ask via `AskUserQuestion` — "May I write the season plan to
`design/live-ops/…`?" — writing them only on approval.
Paths:
- `seasons/S[N]_[name].md` — Season design document (from Phase 1-3)
- `seasons/S[N]_[name]_analytics.md` — Analytics plan (from Phase 4)
- `seasons/S[N]_[name]_comms.md` — Communication calendar (from Phase 6)
## Error Recovery Protocol
**First, verify the artifact.** If the return contract named a path, check the
path exists before treating the phase as done — **a named artifact that is not
on disk is a failed phase, however fluent the response reads.** An agent can
burn a full phase and return a plausible preamble having written nothing, which
is neither BLOCKED nor an error nor "cannot complete", so the trigger below
never fires. Resume it naming the unmet contract; the context is
usually still there.
If any spawned agent returns BLOCKED, errors, or cannot complete: **surface it
immediately, don't proceed past a dependency it blocks, and always produce a
partial report.** A skipped agent's section stays a named gap — never fill it with content of your own. Full procedure: `.claude/docs/error-recovery-protocol.md`.
If a BLOCKED state is unresolvable, end with Verdict: **BLOCKED** instead of COMPLETE.
## File Write Protocol
Sub-agents write their working artifacts under `production/`, following the
**bounded exception** documented above under "Why this does not violate the
Collaboration Protocol" — the path is one you named, the artifact is new under
`production/`, `docs/` or `tests/`, and the phase is gated by an `AskUserQuestion`.
A sub-agent does **not** prompt per write inside those bounds; outside them it must
ask. The **final documents under `design/live-ops/`** — season design, analytics
plan, communication calendar — are the exception: the orchestrator compiles and
writes them itself after its own "May I write …?" prompt (Output Documents above).
## Output
A summary covering: season theme and scope, economy design highlights, success metrics, content list, communication plan, and any open decisions needing user input before production.
Verdict: **COMPLETE** — season plan produced and handed off for production.
## Next Steps
- Run `/design-review` on the season design document for consistency validation.
- Run `/sprint-plan` to schedule content creation work for the season (at `workflow: minimal`, which has no sprints, add it to the brief's build order instead).
- Run `/team-release` when the season content is ready to deploy.
- If the run ended **BLOCKED** on an ethics flag: revise the economy design against
`design/live-ops/ethics-policy.md` and re-run `/team-live-ops`; the three steps
above wait for a COMPLETE plan.