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game design big five personality audit
Audit game mechanics, social systems, and monetization through the Big Five personality traits (OCEAN).
$5
Works with the AI tools you already use
game design big five personality audit
Example session with this skill installed
Audit the new 'High-Stakes Extraction' mode. Players lose all gear on death, teams can betray each other for bonus loot, and the map layout changes every 30 minutes.
- Read your context and instructions
- Compiled the game design big
- Generated the UI component
The 'High-Stakes Extraction' mode is a high-pressure environment that leans heavily into low-agreeableness and low-neuroticism profiles while demanding high openness to environmental change.
High-Stakes Extraction Personality Audit
| Trait | High-expression fit | Low-expression fit | Main evidence | Main risk |
|---|---|---|---|---|
| Openness | Enjoys the shifting map and tactical adaptation. | Frustrated by lack of reliable routes or static safe zones. | 30-minute map rotation. | High confusion for new players. |
| Conscientiousness | Values gear optimization and inventory prep. | Strained by the high risk of losing planned progress. | Full gear loss on death. | Feeling of 'wasted time' after a loss. |
| Extraversion | Energized by the tense social dynamics and callouts. | Can feel overwhelmed by constant threat awareness. | Mandatory team-based extraction. | Social exhaustion. |
| Agreeableness | Likely to feel betrayed or anxious about the loop. | Thrives on the 'backstab' potential and rivalry. | Betrayal bonus mechanics. | High toxicity potential. |
| Neuroticism | Highly likely to bounce due to extreme loss aversion. | Handles the high-stakes pressure without tilt. | Permanent loss of items. | Severe emotional burnout. |
Cross-Trait Tensions
Novelty vs. Planning: The map rotation (Openness) breaks the ability for organized players (Conscientiousness) to execute long-term strategies.
Betrayal vs. Cooperation: The betrayal bonus directly poisons the cooperative trust required for successful extraction, creating a hostile environment for high-agreeableness players.
Design Implications
This mode is niche by design. It creates a "predator-prey" dynamic that rewards emotional resilience and competitive aggression. It is not suitable for players looking for a "safe" progression loop or relaxing social play.
Recommendations
Trait dimension affected: Neuroticism/Agreeableness.
Issue: Initial betrayal is too punishing.
Suggested change: Implement a "Trust Rating" system or insurance for gear.
Expected effect: Softens the emotional blow for social players without removing the threat.
2.
Trait dimension affected: Openness.
Issue: Map changes are too frequent for casual learning.
Suggested change: Tease map shifts 5 minutes prior via UI.
Expected effect: Reduces frustration for lower-openness players.
Next steps
- Review the Betrayal Bonus values to ensure they don't lead to 100% betrayal rates.
- Develop an onboarding flow that sets expectations for high-stakes loss.
game-design-big-five-personality-audit.tsx
TSX · React component
Example file from a real run - the skill writes it into your workspace.
Connects securely to your tools. The creator never sees your data.
What you get
About this skill
The problem
Game mechanics often fail because they unintentionally exclude specific player types. Designers struggle to articulate why a system feels "exhausting" or "confusing" without a structured psychological framework.
What it does
- Evaluates features against the Five-Factor Model (OCEAN) to identify player fit.
- Maps design properties like maintenance burden, social intensity, and punishment severity to personality traits.
- Identifies cross-trait tensions, such as how high-structure systems may alienate improvisational players.
- Provides a trait-fit readout and actionable recommendations to balance emotional safety and engagement.
Why this beats prompting it yourself
Generic prompts treat "personality" as a vague concept. This skill uses a rigorous game-design interpretation of the Big Five, preventing the agent from giving generic clinical advice and forcing it to focus on concrete mechanics like recovery speed, social visibility, and emergent interactions.
Use cases
- Reviewing a new monetization surface for FOMO-driven stress (Neuroticism).
- Auditing a guild system for social energy requirements (Extraversion).
- Evaluating a crafting loop for maintenance burden and order (Conscientiousness).
- Analyzing an onboarding flow for ambiguity and discovery (Openness).
Known limitations
Requires a baseline understanding of the game's core mechanics to be effective. It does not replace qualitative playtesting with actual users.
How to install
Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.
- 1
Download the ZIP
Free skills download straight away. Paid skills unlock right after purchase.
- 2
Unzip into your skills folder
Every agent reads skills from one folder on your machine. Drop the unzipped folder in there.
- 3
Ask your agent to use it
Restart the agent if it was already running. It picks the skill up automatically - no config needed.
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Click the path to copy it. Create the folder if it does not exist yet.
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