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Create a new game

create_title

Create a NEW game (Title) on the publisher's account, the same way the dashboard does. It takes a slot of the publisher's plan, gets the base (sign-in + lobby with profile, inventory, invites, friends, quests, mailbox) plus a game module, a ready starter build playable at once on its own address, and a DEV sandbox copy. The new Title and its '-DEV' copy are added to THIS connection right away, so pass the returned TitleID as title_id to get_ / save_ and the build tools next. Give a name and the idea; optionally base_game (a starter game module id: mini-game, board-game, idle-rpg, hero-run, voxelcraft, video-studio; otherwise it is picked from the idea) and category. Not idempotent: every successful call creates another game, so do not retry a call that succeeded. When the plan has no free slot it fails with TITLE_LIMIT_REACHED and a link where the publisher can upgrade. No token is launched (that needs the publisher's own wallet in the dashboard). Takes no title_id; needs the 'title:create' permission.

Input Schema

NameRequiredDescriptionDefault
ideaNoWhat the game is about, in a few sentences (up to 50000 characters). Used as the description and to pick the base game and category when they are not given.
nameYesGame name shown to players, up to 50 characters.
categoryNoOptional catalog category id (e.g. 'shooter'). An unknown id fails with the list of valid ones.
base_gameNoOptional starter game module the project is built on (see list_modules). Omit to let the platform pick it from the idea.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • changedInput schema / properties / idea / description
      Previous value: -"What the game is about, in a few sentences (up to 4000 characters). Used as the description and to pick the base game and category when they are not given."New value: +"What the game is about, in a few sentences (up to 50000 characters). Used as the description and to pick the base game and category when they are not given."
  2. Added

TDQS

A4.4/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already declare idempotentHint=false and openWorldHint=true, but the description adds real context: it consumes a plan slot, fails with TITLE_LIMIT_REACHED plus an upgrade link, requires the 'title:create' permission, and immediately registers both the Title and its '-DEV' copy on this connection. It does not describe the response payload shape in detail, so it stops short of a 5.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Purpose is front-loaded in the first clause, and the middle sentences carry operational facts (slot consumption, DEV copy, non-idempotency, error code, permission) that each add value. The tail section re-enumerates base_game options and category that the schema already documents, which is modest duplication.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With no output schema, the description carries the burden of explaining the return: it names the returned TitleID and the paired '-DEV' Title, and states they are added to this connection. Error behavior, permission needs, and the create-once semantics are all covered, leaving nothing an agent needs in order to call it correctly.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so the baseline is 3; the description largely restates what the schema already says about name, idea, base_game (enum and fallback from the idea) and category. It adds only the framing 'give a name and the idea', which is a minor value-add over the structured fields.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource ('Create a NEW game (Title) on the publisher's account') and elaborates what gets provisioned (base module, starter build, DEV sandbox). An agent can immediately separate it from the many get_/save_/draft_ siblings that never create a Title.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly names what to do with the result ('pass the returned TitleID as title_id to get_<section> / save_<section> and the build tools next'), says base_game can come from list_modules, and warns not to retry a successful call. It also excludes a nearby assumption by stating no token is launched here and that needs the dashboard wallet.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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