WAVE_SPECS.md

pipelines/WAVE_SPECS.md

P1-B/P1-C LENS WAVE RUNBOOK (assembled 2026-07-28 from wf_1a8b3c0c-2e4 journal returns)

Per-lens spec (lifted VERBATIM from the roster workflow cluster returns) + the cluster aspect notes (divergence guards + overlap warnings). Read your own lens block + the shared rules below.

LENS: fortnite-liveops-funnel

`json

{

"lens_id": "fortnite-liveops-funnel",

"title_set": "Fortnite (BR · Zero Build · Festival · LEGO · Rocket Racing) + its season/event layer; comparators Genshin, Destiny 2",

"teaches": "Live-service at max scale: first-session funnels tuned on tens of millions of starts (time-to-first-verb, tutorial-free teaching); one-time communal spectacle events; a fixed season drumbeat with map mutation; legible finite reward ladders; ONE identity+progression spine reused across genre-different modes; item-pool rotation as an anti-meta lever.",

"our_aspects_audited": [

"onboarding/difficulty/accessibility",

"live-cadence/retention rhythm",

"endgame/replay",

"build/progression economy",

"economy/vendors/loot (+monetization)",

"minigames (cross-mode reuse)",

"presentation/identity",

"multiplayer/community",

"collection/completionism"

],

"unique_lessons": [

"First-session funnel as a MEASURED artifact (time-to-first-verb / first-win); no prior lens instruments onboarding — our Ch 2-5 slice IS that funnel.",

"The one-time, non-repeatable communal event as a memory device — WoW taught repeatable raid cadence, never scheduled spectacle.",

"Item-pool ROTATION as a live anti-meta-collapse tool: a second lever beside §10's build-space sweeps (measure vs rotate).",

"Cross-mode reuse — one account/identity/progression spine across genre-different modes; the commercial proof of our Tier-A/B/C + minigame-galaxy reuse bet.",

"Zero Build: an alternate RULE-SET to widen audience — a third accessibility model beside difficulty sliders and our vril-density dial.",

"Cosmetic-only identity economy: retention with zero power attached — the clean contrast case for anti-grind, premium-priced, no-scoreboard.",

"Season-boundary WORLD MUTATION vs our persistent walked geography and five world-state versions per location.",

"Reward-ladder LEGIBILITY is separable from grind: visible finite progress is the transferable half of a battle pass."

],

"expected_verdict_mix": "Mostly DIVERGENT-BY-DESIGN (F2P season/battle-pass vs premium single-player anti-grind). WEAKER: onboarding-funnel discipline, cross-mode reuse spine, scheduled-spectacle beats.",

"priority": "P1-pre-5090"

}

`

Cluster aspect notes (shared across this cluster - apply the ones relevant to your lens):

LENS: animal-crossing-cadence-collection

`json

{

"lens_id": "animal-crossing-cadence-collection",

"title_set": "Animal Crossing: New Horizons (+ New Leaf)",

"teaches": "Retention without combat or grind: a real-clock daily/seasonal rhythm where the world changes whether you play or not; a museum that pays collection in REAL knowledge; a debt-as-goal faucet-sink economy; decoration as the primary expression currency; and a warm per-character voice register carrying a game with no antagonist.",

"our_aspects_audited": [

"live-cadence/retention rhythm (festivals, Pawukon)",

"collection/completionism: journal, bestiary, links",

"immersive-history teaching as a REWARD surface",

"writing/tone register: warmth + per-NPC voice",

"companion/social: low-stakes relationships",

"economy/vendors: solo faucet-sink, debt-as-goal",

"player-expression: decoration + terraforming",

"minigames + daily ritual (L1.5 ambient)",

"onboarding/accessibility: no-fail play",

"endgame/replay: seasonal return, no NG+",

"non-combat progression viability (NEW)"

],

"unique_lessons": [

"The museum as a TEACHING reward: donate a specimen, get a real, well-written fact. The closest commercial proof of our immersive-history thesis as a play loop.",

"Real-clock seasonal cadence: the world moves without you, so returning is paid in CHANGE, not rested-XP — the anti-grind return loop gap #9 wanted.",

"Warmth/cozy register: every run lens is grim, epic or wry. AC is the calibration set for the natural-voice doctrine's festival and daily-life scenes.",

"Debt-as-goal economy: a self-paced never-punishing sink structuring 100h — the solo faucet-sink model WoW's auction-house divergence left uncovered.",

"Decoration as the expression currency, placed and photographed. Our integrity-visible homes have aesthetics but no player authoring surface.",

"No-fail play as a posture, not a difficulty setting — the peaceful-viable axis the gladiator sneak-out easter egg hints at but never systematizes.",

"Per-villager memory + small talk referencing your last visit — cheap relational depth for our 13-field personas at village scale.",

"Calendar events staged as PARTICIPATION, not spectatorship — the bar T0_Festival_Registry's 16 opt-in rows must clear in the W-LW3 fold."

],

"expected_verdict_mix": "Blankest surface. MISSING: cadence doctrine, museum-grade collection payoff, decoration authoring, peaceful progression. COVERED: festivals + Pawukon (designed). DIVERGENT: no daily chores.",

"priority": "P1-pre-5090"

}

`

Cluster aspect notes (shared across this cluster - apply the ones relevant to your lens):

LENS: sm64-movement-camera-onboarding

`json

{

"lens_id": "sm64-movement-camera-onboarding",

"title_set": "Super Mario 64 (+ Sonic Adventure 1/2 as the camera/momentum counter-example)",

"teaches": "The controller as content: a chained move-verb vocabulary (triple-jump/long-jump/wall-kick/dive) on an analog momentum + air-control curve, fun with zero content around it; the 3D camera as a named first-class system; no-fail playground onboarding; sub-second retry. SA1/2 proves the inverse - great momentum wrecked by a camera that cannot hold it.",

"our_aspects_audited": [

"movement/traversal-feel",

"camera doctrine (NEW aspect)",

"onboarding/difficulty/accessibility",

"retry + failure latency (NEW aspect)",

"presentation/identity (animation + input feedback)",

"combat (movement-combat coupling)",

"world-structure grammar (verb-shaped space)",

"endgame/replay (player-authored routing)"

],

"unique_lessons": [

"Camera as a named system with a doctrine (occlusion, framing, player authority). No run lens audited camera; PRE_5090 #26 says ours is unspecced.",

"Move-verb CHAINING (each move sets up the next) makes traversal replayable; MV-2 climb/mantle/vault is a capability list with no chain grammar.",

"Momentum + air control as a tuned CURVE, not a speed value - and terrain authored to reward the curve. SA proves momentum needs matching geometry.",

"No-fail playground onboarding: teach the whole moveset consequence-free before the first objective. Our Ch1/Ch2 slice has no tutorial spec.",

"Time-to-retry is a feel metric: sub-second restart makes hard content generous. Our defeat-axis is blocked and retry latency unmeasured.",

"Geometry authored FROM the moveset (every ledge one known jump-arc away) - verb-first space authoring, inverse of our terrain-first geodata chain.",

"A permissive controller yields player-authored challenge (routing, speedruns) free - an endgame lane costing zero authored content.",

"Not BotW's ground: that teaches traversal-as-systemic-freedom; this teaches traversal-as-execution-joy (precision, timing, mastery of a fixed kit)."

],

"expected_verdict_mix": "Mostly WEAKER/MISSING: camera + locomotion/onboarding specs self-declared absent (PRE_5090 #26); MV-2/MV-8 are capabilities, no feel doctrine. COVERED: accessibility inputs, stamina coupling.",

"priority": "P1-pre-5090"

}

`

Cluster aspect notes (shared across this cluster - apply the ones relevant to your lens):

LENS: zelda-dungeon-tool-ladder

`json

{

"lens_id": "zelda-dungeon-tool-ladder",

"title_set": "Ocarina of Time (primary) · ALttP / Link's Awakening / ALBW · Twilight Princess · Skyward Sword",

"teaches": "Lock/key/tool/exam-boss dungeon grammar: an interior teaches a verb, tests it, twists it, then boss-exams it. Item-gated world unfolding where each permanent tool retroactively re-opens earlier space. Z-targeting as the contract defining 3D melee stance/strafe/dodge grammar. Perception-modes as verbs. Teaching without tutorial text.",

"our_aspects_audited": [

"world-structure/level-design grammar",

"movement/traversal-feel",

"combat (targeting + camera contract)",

"build/progression economy (tool grain)",

"onboarding/difficulty/accessibility",

"endgame/replay (backtrack re-open)",

"presentation/identity (site theming)",

"collection/completionism"

],

"unique_lessons": [

"Interior lock/key economy — small keys, boss key, one-way shortcut home. No run lens audited authored multi-room interiors; ER yielded only the loopback clause.",

"The retroactive re-open ledger — our 6-device schedule (Ch 15/38/55/65) is a Zelda item ladder with no record of what earlier regions each device re-opens.",

"Lock-on exists (P2.2/W-TGT) but the plan self-flags 'Camera SPEC is a Josh gap' — enclosed-space framing and target-break rules are unspecced grammar.",

"Teach-test-twist-exam escalation INSIDE one site across 4-6 rooms. Our per-chapter unlock sets have no intra-site escalation curve.",

"Dungeon identity as presentation discipline — one theme, palette, motif and enemy dialect per interior; the 5090 asset passes carry no site-identity brief.",

"Perception-mode as a playable search verb (Lens of Truth, dowsing, wolf senses) — the no-markers search loop our Vril Sight has no minute-to-minute form for.",

"Acquisition-as-authored-scene: the tool arrives in a staged, named, taught moment — never a loot row. Directly upgrades our device-bonding beats.",

"Heart-piece grain: many tiny permanent exploration payoffs, legible and finite — a completionist currency distinct from loot rarity."

],

"expected_verdict_mix": "COVERED: progression-as-verbs, blended exam bosses, puzzle-chain, arena affordances. WEAKER: interior lock/key grammar, camera spec, site identity. MISSING: retroactive re-open ledger.",

"priority": "P1-pre-5090"

}

`

Cluster aspect notes (shared across this cluster - apply the ones relevant to your lens):

LENS: ac-historical-reconstruction-teaching

`json

{

"lens_id": "ac-historical-reconstruction-teaching",

"title_set": "AC2/Brotherhood/Revelations, Unity, Origins, Odyssey, Valhalla, Mirage — incl. the Discovery Tour modes",

"teaches": "Real historical places and eras rebuilt as playable space at commercial scale, plus the only shipped mass-market teaching layer built from a game's own research: Discovery Tour (guided, historian-narrated, cited, combat-free), the Animus codex, real named figures as characters, and a frame device that licenses reconstruction honesty.",

"our_aspects_audited": [

"immersive-history teaching",

"world-structure/level-design grammar",

"quest + side-content structure",

"writing/tone/humor register",

"presentation/identity (art+audio+UI)",

"collection/completionism",

"onboarding/difficulty/accessibility",

"endgame/replay",

"source-attribution surface (NEW)",

"real-place reconstruction fidelity (NEW)",

"secondary modes from one world build (NEW)",

"cultural consultation & disclosure (NEW)"

],

"unique_lessons": [

"Discovery Tour: the research corpus shipped as a separate combat-free guided mode, historian-narrated and cited — a teaching product off the same build.",

"Real named historical figures as questgivers/allies at scale (Da Vinci, Socrates, Alfred) — a care-doctrine stress test no already-run lens supplies.",

"The reconstruction-fidelity contract: compress and edit a real city for play, then state what was changed — accuracy as declared policy, not vibe.",

"Frame narrative (Animus) as an honesty device: it licenses anachronism and marks reconstruction AS reconstruction. We deliberately have no analog.",

"Codex entries earned by physical presence at a real site — teaching triggered by geography, not menu; the closest shipped analog to our L2/L3 lanes.",

"Tourism-vs-story: the vista/sightseeing reward staged as designed content (viewpoints, photo mode), not a byproduct of pretty art.",

"The checklist-map failure mode: teaching density degraded into collectible bloat — the negative lesson our L2 completionist layer must dodge.",

"One-era-one-city depth vs our 79-node globe tour — the density tradeoff argued in production terms, not theory."

],

"expected_verdict_mix": "COVERED: Pillars 5/6/7 L3 lanes, real-figure portrayal, §4.1. WEAKER: packaged teaching mode, attribution UX, reconstruction policy, vista reward. DIVERGENT: no frame device; globe-tour density.",

"priority": "P1-pre-5090"

}

`

Cluster aspect notes (shared across this cluster - apply the ones relevant to your lens):

LENS: ac-traversal-stealth-legibility

`json

{

"lens_id": "ac-traversal-stealth-legibility",

"title_set": "AC1, AC2/Brotherhood, Unity, Syndicate, Mirage; Odyssey (Ikaros) — parkour, social stealth, viewpoints",

"teaches": "A 15-year iterated contract for climb/parkour traversal over dense vertical space — which surfaces are climbable and how the world advertises it; social stealth inside living crowds (blend, disguise, hide); diegetic scouting vision; notoriety-to-hunter escalation; and viewpoint map-reveal, the information economy our no-markers ethos rejects.",

"our_aspects_audited": [

"movement/traversal-feel",

"world-structure/level-design grammar",

"combat",

"companion/social systems",

"quest + side-content structure",

"onboarding/difficulty/accessibility",

"presentation/identity (art+audio+UI)",

"navigation & info-surfacing UI philosophy (NEW)",

"notoriety/heat as live systemic state (NEW)",

"sightseeing & vista reward (NEW)"

],

"unique_lessons": [

"Climbable-surface affordance LAW: geometry authored to a traversal contract (ledge grammar, handhold dressing) so climbability is never guessed.",

"Parkour-DOWN as a separately specced system (Unity): descent is not the ascent animation reversed — our vertical sites will hit this.",

"Social stealth: crowds as a hideable RESOURCE — turns gap-register #5 ambient population from flavor into a mechanic that pays for itself.",

"Eagle Vision / Ikaros: a diegetic scouting channel that reveals without a marker layer — the shape our weakness-read gap (#17) can borrow.",

"Notoriety ladder: witness → bounty → named hunter → confront/clear — the full consequence loop that gap #19 only opens the front door of.",

"Leap of Faith: one ritualized traversal payoff repeated for 15 years — a signature move as identity, not utility.",

"The tower/viewpoint reveal is Ubisoft's most-copied AND most-regretted pattern; Mirage's retreat is the calibration for our no-markers posture.",

"Assassination as a one-hit contract verb sitting beside a full combat kit — two damage philosophies coexisting without either collapsing."

],

"expected_verdict_mix": "COVERED: infiltration encounters, stalk-detection, shape telegraphs. WEAKER: climb-affordance law, descent grammar, social stealth, notoriety ladder. DIVERGENT: viewpoint/marker reveal; assassin verb.",

"priority": "P1-pre-5090"

}

`

Cluster aspect notes (shared across this cluster - apply the ones relevant to your lens):

LENS: presentation-craft-anim-audio (proposed-new; spec assembled from the synthesis return)

`json

{

"lens_id": "presentation-craft-anim-audio",

"title_sets": [

{

"title": "Devil May Cry 5 + Guilty Gear Strive + DOOM Eternal + Journey",

"why": "The Presentation Ladder is RULED and a hard 5090 requirement, and T1_Audio_Spec is a 2-line stub. These are the animation-craft and adaptive-score teachers; nothing else covers either.",

"aspects": "presentation ladder; mastery-tier anim/VFX variants; style-without-power; adaptive score; per-region ambient identity"

}

],

"matrix_cells_closed": [

"Presentation ladder (ruled-doctrine; a HARD 5090 requirement): no lens audits animation or VFX craft. This cell must close BEFORE P2 freezes the DR-2 tiered-asset request contract.",

"Audio identity (partial; T1_Audio_Spec = 2-line stub): sonic supplies leitmotif economy and bl supplies barks (P3), but adaptive/interactive score and per-region ambient identity are owned by nobody."

],

"wave_note": "REALM CEILING AMENDMENT (binding, from REALM_DESIGN_PROGRAM Wave-0): the nine mythological realms + the fairy realm are the CEILING-SETTING art surfaces; the DR-2 tiered-asset request contract must reserve a REALM TIER above the region tier before it freezes. Also claims R-A16 per-realm audio identity (T1_Audio_Spec is an empty stub - register #22)."

}

`

LENS: hades-death-run-realm-identity (proposed-new; spec assembled from the synthesis return)

`json

{

"lens_id": "hades-death-run-realm-identity",

"title_sets": [

{

"title": "Hades + Returnal",

"why": "Our gap register names 'the Hades economy' as our comeback idiom and no lens reads it. Also the cleanest teacher of retry latency, run structure, realm-biome identity, and the gift loop.",

"aspects": "defeat axis; retry latency; nine-realm identity; companion relationship loop; weapon aspects as build variety"

}

],

"matrix_cells_closed": [

"Defeat axis + retry latency (ruled-doctrine; Josh OVERRULED the rec): our own gap register cites 'the Hades economy' as our comeback idiom — and Hades is on no lens roster. We named the teacher, never read it.",

"Nine-realm road (Ch 66-74) + the Personal Dimension (partial; T1 spec = 2-line stub): Josh's 'realms must be REAL otherworlds, not slop' direction has no teacher for otherworld-as-distinct-ruleset."

],

"wave_note": "SCOPE HANDOFFS (pre-registered, do not re-read): the Greek-cosmology adaptation layer belongs to L-R1; the grief/register layer belongs to L-R5. Your scope: the defeat axis + retry latency (the D-DEFEAT-AXIS brief was ruled by Josh - read docs/spine/DECISIONS_PENDING_JOSH.md for the hold-on/let-go countdown ruling and audit AGAINST the ruled design, not a blank), run structure, realm-biome identity, the gift/relationship loop."

}

`

LENS: knowledge-progression-decipherment (proposed-new; spec assembled from the synthesis return)

`json

{

"lens_id": "knowledge-progression-decipherment",

"title_sets": [

{

"title": "Outer Wilds + Return of the Obra Dinn",

"why": "Closes the heaviest cell: Pillars 5 (links), 6 (journal) and 7 (language) ARE knowledge-as-progression, and no roster lens teaches understanding-as-the-unlock or reveal ordering.",

"aspects": "knowledge-as-progression; reveal ordering; journal information architecture; markerless discovery; deduction-as-gate; link graph"

},

{

"title": "Heaven's Vault + Chants of Sennaar + Tunic",

"why": "Pillar 7 translation-as-play and 98 inscription rows have no teacher. The only shipped titles where decoding a script IS the loop, incl. the never-unsolvable-clue problem Josh just ruled on.",

"aspects": "languages/inscriptions; clue lane; natural-voice legibility; L2/L3 decode completionism; teaching without markers"

}

],

"matrix_cells_closed": [

"Pillars 5/6/7 (links, journal, language) ARE knowledge-as-progression: three PILLARS, zero lens. ER's item-lore COVERED verdict audits flavor, not understanding-as-the-unlock. Heaviest uncovered cell.",

"Languages / inscriptions / translation-as-play (partial; 98 inscription rows + HumanityClueSubsystem already built): decipherment-as-core-play has no teacher anywhere on the 30-lens roster."

],

"wave_note": "REALM WIDEN (from REALM_DESIGN_PROGRAM 4.3): also carry the per-planet-ruleset / Quantum Moon aspect (Outer Wilds as a shipped anthology of distinct-ruleset worlds). Our surfaces: Pillars 5/6/7, the 98 inscription rows, HumanityClueSubsystem (game repo), the natural-voice clue doctrine (clues never unsolvable; hard puzzles never gate - completionist/L3 tier), the journal/link-graph UI stubs."

}

`

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