# P9.2R Gameful Opening Contract > Revision: `p9.2r-contract-r1` > Baseline: `840b111d55980f7178d12f871b6290f10b060e70` ## Earliest Failed Boundary The Title has a full-screen fantasy scene, but entering the game replaces that world with a stacked menu, a two-panel briefing, four narrow Recruit cards and a three-panel formation confirmation. The player performs an app-style wizard while characters and environment remain passive. P9.2R repairs world continuity and embodied choice. It does not redesign mechanics or add content. ## Representative Dynamic Slice Representative screen: `Guild Yard Recruit Rally`, reference viewport `844x390`. Focal order: 1. Four Recruit silhouettes standing inside the Guild Yard. 2. The selected rally line and breach threat/gate. 3. A compact contextual action strip with one current instruction. Canonical actor: `Hearthguard`, using the existing accepted actor and animation resources without regeneration. Bounded action chain: ```text tap Hearthguard -> Hearthguard moves from candidate line to rally mark and gains selected sigil -> tap Farstring -> Farstring rallies and the system visibly orders Hearthguard then Farstring -> tap Depart -> both actors move toward the gate and the preserved first battle starts ``` Choice/failure/recovery: - Any two of four remain legal and produce a different profession combination. - A third unselected Recruit is visibly unavailable while capacity is full. - Tapping a selected Recruit removes that person and reopens capacity. - Depart is unavailable before two choices and commits exactly once afterward. ## Composition And Layers - Background: existing Windglass Guild Yard scene, full bleed. - Midground: breach path and rally marks, code-rendered and editable. - Foreground: four existing Recruit actors at stable baselines. - Actor state: candidate, focused, selected/rallying, ordered, departing. - UI: compact HUD, one commission ribbon, one contextual action strip. - VFX: selected sigil, short rally trail and departure cue bound to accepted state changes; no decorative reward implication. No full-height panel, repeated card grid, paragraph block or card-inside-card is allowed on the representative screen. ## Motion-State Table | State/event | Anticipation | Impact | Recovery/final | Timing | Reduced motion | |---|---|---|---|---|---| | Candidate idle | existing idle frame cycle | none | remains at candidate mark | 2-6 fps loop | first frame | | Recruit selected | 80 ms highlight | actor shifts to rally mark; sigil and select cue | selected stance | 220 ms | immediate final position | | Recruit removed | selected sigil dims | actor returns to candidate mark | candidate stance | 180 ms | immediate final position | | Two selected | second select resolves | both actors slide into automatic field order | ordered line with role captions | 300 ms | immediate ordered line | | Capacity failure | unavailable actor compresses 2 px | no state mutation; reason appears | stable full line | 160 ms | text/shape only | | Depart committed | gate pulses and line leans forward | actors move toward breach; depart cue | preserved battle state | 420 ms then transition | short fade then battle | ## Presentation Rules - World and actors occupy at least 70% of the reference screen area. - Explanatory copy is at most two short lines in the active context strip. - Only one primary gold action is visible at a time. - Settings and game information use familiar icon actions in the HUD and never compete with Recruit choice. - Every actor target is at least 48 px and exposes name, profession and one plain-language behavior without a card wall. - Selection uses position, sigil, outline and text, not color alone. - English, Simplified Chinese and 130% text must preserve actor visibility and action reachability. ## Evidence Boundary The candidate requires one 15-30 second normal-render recording showing Title, Guild Yard entry, first selection, second selection, automatic order, revision, reselection, departure and first-battle arrival. Static frames cover zero, one and two selections, capacity, automatic order, English 130%, portrait fallback and reduced motion. Human game-feel acceptance remains Owner-only.