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game design granular player motivation audit
Detailed player motivation audit using a 9-archetype taxonomy to identify segment friction and design mismatches.
$10
Works with the AI tools you already use
game design granular player motivation audit
Example session with this skill installed
Audit our new 'Legendary Crafting' system. It requires 50 hours of gathering rare drops to create a unique cosmetic sword that displays a global server announcement when equipped.
- Read your context and instructions
- Compiled the game design granular
- Generated the UI component
The audit examines the 'Legendary Crafting' system, focused on high-effort gathering and high-visibility rewards.
Player Motivation Audit: Legendary Crafting
| Motivation Theme | Strength | Evidence | Likely Effect |
|---|---|---|---|
| Personal Achievement | Med | Long-term goal pursuit (50 hours). | High persistence for goal-oriented players. |
| Status + Rank | High | Global server announcement on equip. | Strong pull for players seeking prestige. |
| Rewards | High | Unique cosmetic sword as the primary driver. | High extrinsic motivation; ritualized gathering. |
| Cognitive | Low | Simple gathering of drops. | Potential boredom/burnout for thinkers. |
Archetype Readout
- Steady Advancer: Served. Clear, legible progress toward a long-term goal.
- Competitive Achiever: Strongly Served. The global announcement provides the bragging rights they crave.
Curious Solver: Frustrated. The lack of mental challenge or pattern recognition makes the 50-hour loop feel like 'busywork'.
Imaginative Creator: Weakly Served. While it’s a unique item, the fixed 'grind' path offers no room for authorship or expression.
Reward Seeker: Strongly Served. The unique cosmetic and 'Big Win' feeling of the announcement are high-value prizes.
Passionate Belonger: Weakly Served. This is a solitary grind with a broadcast, lacking team support or social warmth.
Mismatch Diagnosis
The Prestige Trap: The system is built for
Competitive Achievers (status) and
Steady Advancers (grind), but it completely starves
Strategic Leaders and
Curious Solvers of any meaningful decision-making. The high time cost (50 hours) without cognitive variety will likely lead to "Checklist Comfort" turning into "Burnout" for all but the most reward-dependent segments.
Next steps
- Introduce a "Mastery Path" to gathering that rewards pattern recognition to engage Curious Solvers.
- Add a "Giftable Component" to the craft to allow Passionate Belongers to participate through social support.
- Review the 50-hour duration to ensure it doesn't repel Steady Advancers who treat the game as limited me-time.
game-design-granular-player-motivation-a.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 features often fail because they rely on generic player archetypes that don't capture actual psychological drivers. Designers struggle to predict which mechanics will engage specific segments and which will accidentally alienate them.
What it does
- Analyzes game mechanics against 10 specific motivation themes including Cognitive, Affiliation, and Independence.
- Audits designs using a granular 9-archetype taxonomy to identify who the feature serves and who it repels.
- Identifies "Reward Wrapper Syndrome" and other motivational mismatches that cause player churn.
- Translates player research into concrete design recommendations for strengthening, softening, or separating systems.
Why this beats prompting it yourself
This skill moves beyond the shallow Bartle types used by generic LLMs. It applies a specific, documented taxonomy that distinguishes between nuanced segments like Strategic Leaders vs. Competitive Achievers, preventing the "flattening" of player profiles. It forces the agent to look for anti-motivations and segment friction that standard prompts miss.
Use cases
- Evaluating a new monetization surface to ensure it doesn't poison the experience for Immersed Storywriters.
- Auditing a guild system to see if it provides real social warmth for Passionate Belongers or just coordination for Strategic Leaders.
- Diagnosing why a progression loop feels like a chore for Curious Solvers.
Known limitations
Requires a detailed description of the game mechanic or system to be audited. It cannot evaluate visual art style or audio quality in isolation from mechanics.
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.
Skills folder by agent
Click the path to copy it. Create the folder if it does not exist yet.
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