game-design-granular-player-motivation-audit
De la autor
Audit a game, feature, progression system, social system, live-ops loop, monetization surface, or onboarding flow through a granular player motivation taxonomy. Use when evaluating which player motivation archetypes a design strongly serves, neglects, or actively repels; when comparing a concept against segments such as Steady Advancers, Curious Solvers, Competitive Achievers, Imaginative Creators, Strategic Leaders, Immersed Storywriters, Reward Seekers, Passionate Belongers, and Category Enthusiasts; when translating player research into practical design recommendations; or when you need a more nuanced alternative to a simple Bartle-style motivation read.
Instalare
npx skills add Stanestane/game-design-skills-bundle --skill game-design-granular-player-motivation-audit -a claude-code
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De ce 75
aiqbench calculează scorul de încredere din semnale publice. Nu este un audit de securitate, așa că citește un skill înainte să-l instalezi.
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Cele mai apropiate de acesta prin ce fac și când sunt folosite.
- game-design-player-motivation-auditStanestane/game-design-skills-bundleAudit a game, feature, live-ops system, progression loop, social feature, or monetization surface using a Self-Determination Theory-inspired motivation framework. Use when evaluating what kind of motivation a design creates, comparing alternative motivational profiles, diagnosing why a system feels sticky, hollow, exhausting, or dead, checking overreliance on rewards and grind, or assessing whether a feature supports short-term activation, medium-term habit, or long-term player identity.Design★ 86
- game-design-bartle-archetype-auditStanestane/game-design-skills-bundleAudit a game, feature, event, progression system, social system, live-ops loop, or onboarding flow through the lens of Bartle player archetypes: Achievers, Explorers, Socializers, and Killers. Use when evaluating who a design motivates, who it neglects, whether a feature over-serves one archetype at the expense of others, how a system will be perceived by different motivational player types, or why engagement is uneven across different player motivations.Design★ 86
- game-design-player-need-satisfaction-auditStanestane/game-design-skills-bundleAudit a game, feature, live-ops system, onboarding flow, progression loop, social feature, monetization flow, or return loop for player need satisfaction using Self-Determination Theory and the PENS lens. Use when evaluating whether a design is actually fun beyond surface KPIs, diagnosing weak retention or shallow engagement, comparing variants, identifying where a system denies autonomy, competence, or relatedness, or understanding whether a game feels emotionally nourishing or quietly depleting.Design★ 86
- game-design-flow-auditStanestane/game-design-skills-bundleAudit a game, feature, level sequence, combat loop, progression curve, onboarding path, event structure, or return-player journey through the lens of Flow theory. Use when evaluating whether challenge and skill stay aligned over time, diagnosing boredom, anxiety, frustration spikes, difficulty cliffs, dead zones, or pacing drift, or identifying where a design stops feeling absorbing and starts feeling exhausting or empty.Design★ 86
- game-design-fogg-behavior-auditStanestane/game-design-skills-bundleAudit a game feature, flow, event, onboarding step, progression action, monetization surface, retention mechanic, or social prompt using the Fogg Behavior Model: Motivation, Ability, Prompt. Use when evaluating whether a design actually causes the intended player behavior, diagnosing weak feature adoption, identifying friction or mistimed prompts, or understanding why a feature that seems valuable is not being used.Design★ 86
- game-design-attribution-auditStanestane/game-design-skills-bundleAudit a game, feature, combat scenario, progression step, failure state, onboarding beat, or reward outcome through the lens of attribution theory: how players explain success and failure. Use when evaluating whether players will blame themselves, the system, luck, or hidden rules; diagnosing perceived unfairness, learned helplessness, rage, or churn after losses; or identifying where clarity, control, and feedback are too weak for healthy learning.Design★ 86
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