docs(questions): v5.1 — Research-Informed Fun Rules, Daily Game Mechanics, Daily Content Metadata

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@ -106,6 +106,93 @@ Would this feel fun, sweet, or playful inside the app tonight?
If the honest answer is "useful, but not fun", rewrite it.
## Research-Informed Fun Rules
Recent relationship-question products and articles point to the same pattern: the strongest prompts feel like a game first, then create connection as a side effect. Paired markets quick, fun check-ins and says the relationship should not feel like work. Conversation-card coverage emphasizes that cards give people permission to skip small talk and reveal something interesting. Date-night and couples-question lists work best when they use preferences, memories, flirty choices, funny hypotheticals, tiny adventures, and low-pressure honesty.
Use this as the daily pack standard:
* Game first, insight second.
* A question should create a choice, mini-mission, playful debate, flirt, memory, or laugh.
* Avoid questions that only ask users to manage the relationship better.
* Avoid questions that sound like advice, coaching, therapy, or household planning.
* Ask about wants, favorites, memories, tiny plans, silly preferences, and sweet attention.
* For flirty or spicy prompts, start light, keep it consent-based, and never make the user feel cornered.
* For deeper prompts, make them feel like a game card, not a therapy intake form.
A daily question should answer at least one of these:
* What would be fun to choose right now?
* What would be cute to try tonight?
* What would make us laugh?
* What would make us flirt a little?
* What would help us learn a tiny new thing about each other?
* What would create a small shared memory?
If the answer is only "this would be responsible", reject it. Adults already have bills. The app does not need to become another one.
## Daily Game Mechanics
Every daily question should use at least one clear game mechanic.
Preferred mechanics:
* Would-you-rather style choice
* Fake award
* Tiny mission
* Mini date pick
* Snack draft
* Silly bet
* Guilty-pleasure pick
* Memory pick
* Flirty pick
* Compliment choice
* Photo challenge
* One-song challenge
* Mystery treat
* Cute dare, kept low pressure
* "Choose our vibe" for the next hour
Do not overuse one mechanic. A full weekday should not feel like 70 versions of the same snack question wearing different socks.
### Option Quality Standard
Daily options should be:
* vivid enough to picture
* short enough to tap quickly
* similar in effort
* similar in emotional weight
* tied to the prompt
* fun, sweet, flirty, silly, or date-like
Avoid vague options like:
* Something sweet
* A cute moment
* More connection
* Better communication
* Quality time
Avoid weird domestic options like:
* The good blanket saved
* A clean counter
* A bedtime plan
* Dishes handled
* The laundry moved
Better option style:
* A two-song kitchen dance
* A dessert walk
* A ridiculous fake award
* A flirty text from across the room
* A corner-store snack hunt
* A couch movie trailer voice
## Prefer These Daily Option Types
Use options like:
@ -516,6 +603,19 @@ Use these reasons when marking weak daily questions:
* weak_weekday_fit
* filler_question
## Research Notes Used for This Guide
These sources informed the daily fun rules. Do not copy their question lists. Use the patterns.
* Paired positions successful daily couple content as quick, fun check-ins, quizzes, and games that fit busy couples and should not feel like work: https://www.paired.com/
* The Gottman Institute Love Maps material shows that useful relationship questions often ask concrete knowledge about a partner, like hobbies, favorite evenings, memories, and current stressors. For Closer daily content, keep the concrete knowledge but make it lighter and game-like: https://www.gottman.com/blog/the-sound-relationship-house-build-love-maps/
* Teen Vogue's couples questions show common high-performing buckets: ideal Friday night, vacation choices, date-night preferences, comfort shows, songs, random rants, first kisses, and flirty connection prompts: https://www.teenvogue.com/story/145-questions-for-couples-that-are-always-worth-asking
* Coverage of conversation-card games shows that cards work because they create permission to ask interesting, weird, vulnerable, or intimate questions without making the moment awkward: https://www.theguardian.com/wellness/2024/feb/23/conversation-starters-card-games
* GQ's review of Esther Perel's card game highlights a useful game pattern: one card sets the tone, another creates the story prompt, and the player has choice. Adapt that idea into Closer by making each question feel like a small playable moment: https://www.gq.com/story/esther-perel-card-game
* Verywell Mind's spicy question guide stresses light flirty openers, starting slow, respecting boundaries, and matching the setting. Slow Burn Sunday and Flirty Friday should follow that rule: https://www.verywellmind.com/spicy-conversation-starters-8737188
* Research on couples and digital games suggests shared play can support connection and affection, especially when game mechanics allow small expressions of care. Daily questions should lean into playful shared action: https://arxiv.org/abs/2505.09509
## Final Production Gate
Before shipping:

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# Fun Relationship Questions Research Notes v1
This research note updates the Closer daily question guides after reviewing modern couple apps, conversation-card games, date-night question lists, and relationship research summaries.
## Main Takeaway
Fun relationship questions work when they feel like a small playable moment.
They are not just "warm prompts". They use choice, humor, tiny missions, preferences, memories, flirtation, and low-pressure honesty.
## What Good Examples Have in Common
* They are quick to answer.
* They create a tiny story or choice.
* They ask about favorites, memories, date ideas, silly preferences, attraction, or what sounds good now.
* They give permission to be playful, weird, honest, or flirty.
* They avoid sounding like therapy unless the product is clearly built for therapy.
* They do not make the relationship feel like work.
## What Closer Should Copy As A Pattern
Do not copy outside questions.
Copy these patterns:
* "Would you rather" choices
* fake awards
* tiny missions
* snack drafts
* date-night picks
* silly debates
* comfort-show or music choices
* flirty low-pressure picks
* first memory or favorite memory prompts
* small adventure choices
* "what should we try tonight" prompts
## What Closer Should Avoid
* chores pretending to be romance
* bedtime logistics
* household admin
* therapy words
* generic wellness phrasing
* vague answers like "quality time"
* awkward domestic answers like "the good blanket saved"
* options that do not all answer the same prompt
## Specific Guide Changes Made
* Added a research-informed fun rules section.
* Added required daily game mechanics.
* Added stronger option checks.
* Added a research pass before writing daily packs.
* Added a second sample gate requiring 8 of 10 sampled questions per weekday to feel fun, sweet, flirty, silly, date-like, or game-like.
* Added metadata fields for `content_policy` and `research_note`.
## Sources Reviewed
* Paired: https://www.paired.com/
* Gottman Love Maps: https://www.gottman.com/blog/the-sound-relationship-house-build-love-maps/
* Teen Vogue couples questions: https://www.teenvogue.com/story/145-questions-for-couples-that-are-always-worth-asking
* Guardian on conversation cards: https://www.theguardian.com/wellness/2024/feb/23/conversation-starters-card-games
* GQ on Esther Perel's conversation game: https://www.gq.com/story/esther-perel-card-game
* Verywell Mind spicy questions: https://www.verywellmind.com/spicy-conversation-starters-8737188
* Partnership through Play research: https://arxiv.org/abs/2505.09509

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@ -148,6 +148,93 @@ Would this feel fun, sweet, or playful inside the app tonight?
If the honest answer is "useful, but not fun", rewrite it.
## Research-Informed Fun Rules
Recent relationship-question products and articles point to the same pattern: the strongest prompts feel like a game first, then create connection as a side effect. Paired markets quick, fun check-ins and says the relationship should not feel like work. Conversation-card coverage emphasizes that cards give people permission to skip small talk and reveal something interesting. Date-night and couples-question lists work best when they use preferences, memories, flirty choices, funny hypotheticals, tiny adventures, and low-pressure honesty.
Use this as the daily pack standard:
* Game first, insight second.
* A question should create a choice, mini-mission, playful debate, flirt, memory, or laugh.
* Avoid questions that only ask users to manage the relationship better.
* Avoid questions that sound like advice, coaching, therapy, or household planning.
* Ask about wants, favorites, memories, tiny plans, silly preferences, and sweet attention.
* For flirty or spicy prompts, start light, keep it consent-based, and never make the user feel cornered.
* For deeper prompts, make them feel like a game card, not a therapy intake form.
A daily question should answer at least one of these:
* What would be fun to choose right now?
* What would be cute to try tonight?
* What would make us laugh?
* What would make us flirt a little?
* What would help us learn a tiny new thing about each other?
* What would create a small shared memory?
If the answer is only "this would be responsible", reject it. Adults already have bills. The app does not need to become another one.
## Daily Game Mechanics
Every daily question should use at least one clear game mechanic.
Preferred mechanics:
* Would-you-rather style choice
* Fake award
* Tiny mission
* Mini date pick
* Snack draft
* Silly bet
* Guilty-pleasure pick
* Memory pick
* Flirty pick
* Compliment choice
* Photo challenge
* One-song challenge
* Mystery treat
* Cute dare, kept low pressure
* "Choose our vibe" for the next hour
Do not overuse one mechanic. A full weekday should not feel like 70 versions of the same snack question wearing different socks.
### Option Quality Standard
Daily options should be:
* vivid enough to picture
* short enough to tap quickly
* similar in effort
* similar in emotional weight
* tied to the prompt
* fun, sweet, flirty, silly, or date-like
Avoid vague options like:
* Something sweet
* A cute moment
* More connection
* Better communication
* Quality time
Avoid weird domestic options like:
* The good blanket saved
* A clean counter
* A bedtime plan
* Dishes handled
* The laundry moved
Better option style:
* A two-song kitchen dance
* A dessert walk
* A ridiculous fake award
* A flirty text from across the room
* A corner-store snack hunt
* A couch movie trailer voice
## Daily Option Direction
Prefer daily options like:

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@ -101,6 +101,57 @@ Better options:
* Trade dramatic compliments
* Choose tomorrow's tiny date
## Research-Informed Daily Fun Checks
A daily question must feel playable, not merely pleasant.
Pass only if the question uses at least one of these:
* a tiny mission
* a funny choice
* a playful debate
* a flirty pick
* a cute mini date
* a snack or treat choice
* a memory prompt
* a silly award
* a low-pressure dare
* a small surprise
Reject if the question mainly feels like:
* relationship maintenance
* emotional homework
* household management
* responsible adult planning
* generic wellness advice
* a cute phrase with no actual game inside it
Ask this out loud:
```text
Would two tired people still want to tap this for fun tonight?
```
If not, mark it as `not_fun` or `filler_question` and rewrite it.
## Research-Informed Option Checks
Options must feel like choices in a game.
Reject options that are:
* vague, like "something sweet"
* clinical, like "more reassurance"
* logistical, like "a bedtime plan"
* chore-coded, like "a clean counter"
* oddly phrased, like "the good blanket saved"
* too similar to each other
* too different in effort or intimacy
At least 3 out of 4 options should be visibly fun, sweet, flirty, silly, or date-like. If only 1 or 2 options feel fun, rewrite the whole answer set.
## Daily Pack Rejects
Reject daily prompts that feel like:

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@ -55,6 +55,35 @@ A special pack must document:
Special packs still must pass tone, duplicate, option, schema, and sample review.
## Research Pass Before Writing Daily Questions
Before writing or rewriting a daily pack, review current examples from relationship question apps, conversation-card games, date-night prompt lists, and relationship research summaries.
Do not copy questions.
Extract patterns only:
* what makes the question playful
* what makes the answer quick
* what categories repeat across good examples
* where prompts become too deep, clinical, or boring
* how flirty prompts stay consent-based and low pressure
* how games use choice, surprise, humor, and story
Turn that research into a short style note before generating questions.
The style note must include:
* approved question mechanics
* banned stale mechanics
* approved option types
* banned option types
* sample good prompts
* sample bad prompts
Do not scale the pack until the style note is written.
## Daily Single Choice Weekday Pack
Pack id:

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@ -204,12 +204,32 @@ These counts do not apply to standard category packs.
"premium_count": 425,
"question_type_policy": "single_choice_only",
"review_policy": "weekday_batch_loop_required",
"content_policy": "fun_first_daily_game_questions",
"research_note": "Use relationship question research patterns, not copied prompts.",
"questions": []
}
```
If the compatibility filename `daily_fun_multiple_choice_v3.json` is used, the metadata should still make clear that the content is `single_choice` only.
## Daily Content Metadata
Daily packs should include metadata that makes the content standard impossible to miss.
Recommended fields:
```json
{
"question_type_policy": "single_choice_only",
"review_policy": "weekday_batch_loop_required",
"content_policy": "fun_first_daily_game_questions",
"research_note": "Use relationship question research patterns, not copied prompts."
}
```
These fields are not a replacement for validation. They document the intended behavior so future rewrites do not quietly turn the pack into chores, therapy, or generic wellness sludge.
## Daily Question Object Example
```json