When a player buys a sword, the shop, wallet, inventory, user interface, sound, saved progress, and perhaps an achievement may all react. If every part reaches directly into every other part, a small change can turn into a large and mysterious failure.

Clear connections answer four questions: what is being asked or reported, which part owns the decision, what happens when it fails, and which exact version was tested.

Asking, reporting, and reading

The shop should not simply edit the player's money and inventory itself. The wallet and inventory each keep their own rules and return a clear result.

Translating to an engine or platform

A general need such as “save progress,” “read controller input,” or “record an achievement” may be supplied differently by an engine, console, store, or online service. An adapter is the translator between the general need and that particular host.

Two providers using the word “save” may differ in storage limits, offline behavior, conflict handling, privacy, or recovery. A matching label is a starting point, not proof that they are interchangeable.

Ownership and cleanup

Every changing piece of information needs one clear owner: the board owns puzzle positions, the wallet owns money, and the save system owns how durable progress is written. Other parts can ask or read, but they should not quietly become additional writers.

Connections also need endings. Temporary reservations, subscriptions, loading tasks, animation locks, and network work must be released or completed when an action is cancelled, a scene closes, or a player disconnects.

Evidence without overclaiming

A small test can prove that one rule behaved correctly for one exact version. It cannot by itself prove that the complete game is responsive, accessible, secure, enjoyable, recoverable, or ready for a platform store. AGC keeps those claims separate so a green checkbox does not acquire an unexpectedly ambitious job description.