docs(workshops): add outcomes files for 5 completed workshops

Closes content-gap-analysis, KG-information-boundaries,
v01-content-scoping, v01-gap-analysis, and wiki-review workshops
with formal outcomes recording decisions produced, tickets created,
and open questions carried forward.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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co-authored by Claude Opus 4.6
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# Workshop Outcomes: v0.1 Gap Analysis
**Workshop:** v0.1 Gap Analysis
**Date:** 2026-02-11
**Rounds:** 2 (Gap identification + Synthesis)
**Participants:** Gestalt, Tyre, Ozzie, Paula, Nigel, Gore, Hoshe
**Facilitator:** Jeroen
**Documenter:** Qatux
**Status:** DONE — fully actioned, decisions confirmed, tickets created
**Full notes:** `docs/workshops/v01-gap-analysis/si-ticket-changes.md`
---
## What the Workshop Accomplished
Stress-tested the full v0.1 plan (232 tickets, 7 initiatives) against three tracks: strength of concept proof, fun and wow factor, and completeness. Found significant gaps: missing infrastructure (collision, pathfinding, time system), a missing experience layer (observation pipeline, interaction verbs), and systemically underpriced tickets across social, dialogue, and replayability systems. The workshop ended with 273 tickets (+41) and a clear Sprint 1-5 dependency chain.
Key outcome: the workshop revealed that tile collision, A* pathfinding, the observation event generator, and the interaction dispatcher were absent from the ticket catalog despite being architectural blockers for almost everything else. These were added at critical priority.
---
## Decisions Confirmed
The workshop confirmed 6 decisions. These fed directly into later formal D-records:
| Decision | Formal Record | Notes |
|----------|---------------|-------|
| Deterministic replay is an architectural requirement, not just test infrastructure | D-010 (reinforced) | Promoted #201 to critical |
| Time system: 10 tps, 4 day phases, diegetic clock | D-031 | Resolved Q-009; ticket #25 renamed and promoted |
| Godot test framework = gdUnit4 | process.md | Tyre reversed GUT recommendation after Hoshe's analysis |
| IPC testing = three-layer architecture (fixture, protocol mock, real integration) | architecture.md | Hoshe + Tyre |
| CauseChain is a production component, not test pollution | architecture.md | #269 created |
| Dual Lens Authoring Guide must precede content authoring | D-038 extended | All agents converged |
These decisions fed into the scope and architecture domain files. The three-tier content system (D-023), vertical slice (D-027), and population ratios (D-029) were validated against the gap analysis findings and confirmed as sound.
---
## Ticket Changes
**Before:** 232 tickets | **After:** 273 tickets (+41)
| Change Type | Count |
|-------------|-------|
| Priority promotions (existing) | 15 |
| New epics | 3 |
| New stories | 38 |
| Dependency records added | 21 |
| Renamed + promoted | 1 (#25) |
### Priority Promotions (15 tickets)
**Medium → High (11):** #103 (relationship dynamics), #105 (tolerance threshold triggers), #171 (trust-gated gossip), #172 (unprompted disclosure), #173 (trait modifier system), #175 (entanglement ratio), #176 (NPC pool generation), #121 (character voice variation), #126 (medium-range visual indicators), #162 (storyteller module activation), #178 (seed-based variation).
**High → Critical (3):** #201 (deterministic replay), #182 (divergent starting knowledge), #183 (divergent relationships).
### New Epics (3)
| ID | Title | Priority |
|----|-------|----------|
| #233 | Movement & Collision | critical |
| #234 | Observation & Interaction | critical |
| #235 | Game State Management | high |
### Critical New Stories
| ID | Title | Priority |
|----|-------|----------|
| #236 | Tile collision system | critical |
| #239 | Observation event generator | critical |
| #240 | Player interaction system and dispatcher | critical |
| #237 | Tile-based A* pathfinding | high |
| #238 | NPC path following and movement | high |
| #253 | Monologue content architecture | high |
| #261 | Dual Lens Authoring Guide | high |
| (+ 31 more stories) | | high/medium/low |
### Critical Path Produced
```
Sprint 1: #236 (collision) → #237 (pathfinding) → #238 (NPC movement)
#25 (game clock) → #88 (daily routines)
Sprint 2: #239 (observation generator) + #240 (interaction dispatcher)
Sprint 3: Observation verbs, NPC conversation, monologue, triangle escalation
Sprint 4: Content pipeline (#261 dual lens guide blocks all content packs)
Sprint 5: Validation and playtest protocol
```
---
## Open Questions
None formally raised as Q-records by this workshop — the gap analysis was primarily a ticket and priority exercise. Questions about content authoring (Q-012 through Q-017) were raised in the companion content-gap-analysis workshop the same day.
---
*Compiled by Qatux. Source: `docs/workshops/v01-gap-analysis/si-ticket-changes.md`. Decisions confirmed fed into `decisions/scope.md` (D-023, D-027, D-029) and `decisions/architecture.md` (D-010, D-031).*