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Created page with "== Tagging Guidelines for Challenge Modules == This document outlines the principles and practices for assigning tags to challenges across game regions. Tags support search, filtering, visual categorization, and semantic clarity for both contributors and players. === What Are Tags For? === Tags are short keywords attached to each challenge that describe its key characteristics. Each challenge can have multiple tags, reflecting different aspects of its goal, structure,..."
 
 
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Below are example tags that appear most frequently and deserve clear documentation:
Below are example tags that appear most frequently and deserve clear documentation:


{| class="wikitable"
{| class="wikitable sortable"
! Tag !! Description
! Tag !! Description !! Example !! Frequency
|-
{{TagDocRow
| <code>battle</code> || Applies to challenges involving combat, either directly or indirectly.
|tag=battle
|-
|description=Applies to challenges involving combat, either directly or indirectly.
| <code>boss</code> || Indicates the challenge is related to defeating named boss enemies.
}}
|-
{{TagDocRow
| <code>defeat</code> || Focuses on overcoming a particular enemy; may include non-boss foes.
|tag=boss
|-
|description=Indicates the challenge is related to defeating named boss enemies.
| <code>threshold</code> || Requires reaching or exceeding a numeric threshold (e.g. damage, gold, speed).
}}
|-
{{TagDocRow
| <code>run</code> || Involves full-run conditions such as inventory, travel history, sleep, or win/loss outcome.
|tag=defeat
|-
|description=Focuses on overcoming a particular enemy; may include non-boss foes.
| <code>first_clear</code> || Refers to the first-time defeat of a unique encounter.
}}
|-
{{TagDocRow
| <code>equip</code> || Requires specific gear configurations or itemsets.
|tag=threshold
|-
|description=Requires reaching or exceeding a numeric threshold (e.g. damage, gold, speed).
| <code>status_effects</code> || Involves applying or managing status effects such as poison, stun, freeze.
}}
|-
{{TagDocRow
| <code>travel</code> || Involves movement or location-based conditions (e.g. visiting an island).
|tag=run
|-
|description=Involves full-run conditions such as inventory, travel history, sleep, or win/loss outcome.
| <code>meta</code> || Refers to challenges about challenge completion itself (e.g. mastery).
}}
{{TagDocRow
|tag=first_clear
|description=Refers to the first-time defeat of a unique encounter.
}}
{{TagDocRow
|tag=equip
|description=Requires specific gear configurations or itemsets.
}}
{{TagDocRow
|tag=status_effects
|description=Involves applying or managing status effects such as poison, stun, freeze.
}}
{{TagDocRow
|tag=travel
|description=Involves movement or location-based conditions (e.g. visiting an island).
}}
{{TagDocRow
|tag=meta
|description=Refers to challenges about challenge completion itself (e.g. mastery).
}}
|}
|}


These definitions should be expanded collaboratively as more tags are added. Where tag meanings overlap, editorial consensus or context-based resolution is preferred.
These definitions should be expanded collaboratively as more tags are added. Where tag meanings overlap, editorial consensus or context-based resolution is preferred.

Latest revision as of 05:54, 9 August 2025

Tagging Guidelines for Challenge Modules

This document outlines the principles and practices for assigning tags to challenges across game regions. Tags support search, filtering, visual categorization, and semantic clarity for both contributors and players.

What Are Tags For?

Tags are short keywords attached to each challenge that describe its key characteristics. Each challenge can have multiple tags, reflecting different aspects of its goal, structure, or conditions. Tags are used to:

  • Facilitate filtering (e.g., show all poison-related challenges)
  • Support UI design (e.g., icon-based categorization)
  • Allow for cross-cutting analysis (e.g., all threshold-based goals)
  • Evolve with community understanding and editorial consensus

Tag Assignment Principles

  • Non-exclusive: Challenges may have any number of tags; they are not restricted to a single category.
  • Descriptive, not prescriptive: Tags describe what the challenge is, not what editors think it should be.
  • Flexible: Tagging evolves as new insights emerge. Tags can be added or adjusted by contributors as long as clarity improves.
  • Transparent: Tags should be semantically understandable and consistent across similar challenges.

Recommended Workflow

  1. Assign tags based on what the challenge requires, how it's completed, and what it rewards or represents.
  2. Use existing tags where possible. Introduce new tags only if necessary, and follow naming conventions (lowercase, snake_case, plural if abstract).
  3. If in doubt, include contextual tags to assist other editors in refining them later.
  4. Avoid redundant or excessively granular tags unless they are actively used in filtering or UI.

High-Frequency Tags (to be defined first)

Below are example tags that appear most frequently and deserve clear documentation:

Tag Description Example Frequency
battle Applies to challenges involving combat, either directly or indirectly. – –
boss Indicates the challenge is related to defeating named boss enemies. – –
defeat Focuses on overcoming a particular enemy; may include non-boss foes. – –
threshold Requires reaching or exceeding a numeric threshold (e.g. damage, gold, speed). – –
run Involves full-run conditions such as inventory, travel history, sleep, or win/loss outcome. – –
first_clear Refers to the first-time defeat of a unique encounter. – –
equip Requires specific gear configurations or itemsets. – –
status_effects Involves applying or managing status effects such as poison, stun, freeze. – –
travel Involves movement or location-based conditions (e.g. visiting an island). – –
meta Refers to challenges about challenge completion itself (e.g. mastery). – –


These definitions should be expanded collaboratively as more tags are added. Where tag meanings overlap, editorial consensus or context-based resolution is preferred.