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gaming

Pack: gaming

Computer and console games — what you’ve played, what you’re playing, what you own and haven’t touched, and what you deliberately stopped playing.

What it adds

Rulesagents-domain-gaming.md — status vocabulary, franchise threshold, the stop-reason and time-estimate rules
Skillsgame-capture (file a game, ownership-collision-checked) and game-drop (capture why you stopped, while you still remember)
Folderswiki/gaming/games/, wiki/gaming/franchises/, wiki/gaming/entities/, wiki/gaming/references/
Indexwiki/index-gaming.md
SchemaYes — adds game and franchise page types
SubdomainsNone — platform is a field, not a folder

Install

  1. Add a dispatch row in agents-core.md § 3 pointing at domains/gaming/agents-domain-gaming.md
  2. Add gaming to the domain list in agents-core.md § 4
  3. Add game and franchise to the type: enum in agents-page-conventions.md
  4. mkdir -p wiki/gaming/{games,franchises,entities,references}
  5. Create wiki/index-gaming.md
  6. Copy skills/game-capture/ and skills/game-drop/ into your tool’s skills location

Or ask your agent: “install the gaming domain pack.”

The hardware isn’t in this domain

Your PS5, Steam Deck and gaming PC are things you own and operatehome/entities/. This pack covers the software and the playing of it. Game pages link to platform pages; they’re different kinds of thing, and the Entity Placement Rule already says which goes where.

Why it isn’t a reskin of the books pack

The obvious move is to copy books — author→studio, series→franchise, candidate→wishlist. Three places this pack deliberately doesn’t:

Games get a page each; books don’t. Books has no page per read book, because 350 books × one page each is bloat carrying nothing a table row wouldn’t. Games are fewer and have more to say — playtime, platform, why you stopped, what build you ran. The asymmetry is the point: copy the reasoning, not the structure.

No candidate type. Books needs one because a read book has no page to promote into. A game always has a page, so wanting it is status: wishlist and owning it unplayed is status: backlog. Don’t add a type where a field will do.

Studio pages are earned at the third game, not created automatically — the same trigger shape as the knowledge pack’s channel entity. Below three you have an impression, not a pattern.

Three rules worth stealing even if you don’t game

A wishlist entry requires a time estimate. A game’s price is advertised; its real cost is not. Wishlisting a 90-hour RPG and a 5-hour indie are different decisions, and the storefront shows you only the number that’s the same. Recording time_to_beat up front is what makes “I have four hours this weekend” a question the wiki can answer.

Stopping requires a reason and an hour count. dropped and shelved are different — one is a verdict, one is a pause — and both demand the reason plus playtime_hours. “Dropped at 4h, the crafting loop is the whole game and I don’t like crafting” is worth more than any review, because it’s about you. The hour count calibrates it: dropped at 40 minutes and dropped at 30 hours are entirely different judgements.

Playtime is evidence; rating is opinion. Record both, never derive one from the other. A 4/5 with 6 hours and a 4/5 with 200 hours are different claims.

About game-drop

Most systems capture things when you acquire them. This one captures the moment you stop — which is the higher-value moment and the one nobody ever writes up, because quitting a game doesn’t feel like an event worth recording.

It is. Six months later, when the sequel is on sale and someone tells you the series is brilliant, the page tells you in one line why you already know otherwise.