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Create a new game

create_game

Mint a new game (publishable key) under your studio (secret key). Returns its publishableKey + wsEndpoint. Point a client at the new key, or scope this MCP to it by passing the x-mp-game header.

Input Schema

NameRequiredDescriptionDefault
labelNoA human label for the game, e.g. 'N0RT arena'.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4/5.0
Behavior4/5

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

Annotations already declare this is a non-read-only, non-destructive, non-idempotent, closed-world operation. The description adds genuine context beyond that: the key relationship (publishable key derived from studio secret key), the exact return payload (publishableKey + wsEndpoint), and how to consume it. It does not warn that repeated calls mint additional distinct games, which is the main behavioral risk given idempotentHint=false.

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

Conciseness5/5

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

Two tight sentences: the first defines the operation and its output, the second tells the agent what to do next. No filler, and the core definition is front-loaded.

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

Completeness4/5

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

For a one-optional-param, no-output-schema tool, the description covers operation, auth model, and return values adequately. It leaves minor gaps: whether 'label' has a default, and whether a studio must exist before calling.

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% and the single optional 'label' parameter is already documented in-schema with an example. The description mentions no parameters at all, so the schema does all the work — this is the baseline case rather than a value-add.

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?

Specific verb+resource ('Mint a new game') with an immediate gloss that resolves ambiguity: a game is a publishable key issued under the studio's secret key. That definition alone separates it from siblings like list_games, publish_game, and set_game_name, which operate on existing games.

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

Usage Guidelines3/5

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

The description explains what to do *after* creation — point a client at the key or scope the MCP via the x-mp-game header — which implies when this tool is useful. However, it never states when to prefer create_game over publish_game or claim_studio, nor does it mention prerequisites such as needing an existing studio.

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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