game design big five personality audit

    1

    Audit game mechanics, social systems, and monetization through the Big Five personality traits (OCEAN).

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    Works with the AI tools you already use

    Claude CodeClaude CodeCursorCursorCodex CLICodex CLIMuseMuseDotsDots+22 more

    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

    TraitHigh-expression fitLow-expression fitMain evidenceMain risk
    OpennessEnjoys 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.
    ConscientiousnessValues 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.
    ExtraversionEnergized by the tense social dynamics and callouts.Can feel overwhelmed by constant threat awareness.Mandatory team-based extraction.Social exhaustion.
    AgreeablenessLikely to feel betrayed or anxious about the loop.Thrives on the 'backstab' potential and rivalry.Betrayal bonus mechanics.High toxicity potential.
    NeuroticismHighly 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

    Generated

    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

    Identify which player types will find a new feature exhausting or rewarding.Detect hidden social toxicity risks in competitive or cooperative mechanics.Evaluate if a progression system creates unhealthy levels of FOMO or anxiety.Balance novelty and structure to appeal to different cognitive styles.

    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.

    ~30 seconds
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      Unzip into your skills folder

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    Verified clean 11 days ago

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