game design granular player motivation audit

    1

    Detailed player motivation audit using a 9-archetype taxonomy to identify segment friction and design mismatches.

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    Works with the AI tools you already use

    Claude CodeClaude CodeCursorCursorCodex CLICodex CLIMuseMuseDotsDots+22 more

    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 ThemeStrengthEvidenceLikely Effect
    Personal AchievementMedLong-term goal pursuit (50 hours).High persistence for goal-oriented players.
    Status + RankHighGlobal server announcement on equip.Strong pull for players seeking prestige.
    RewardsHighUnique cosmetic sword as the primary driver.High extrinsic motivation; ritualized gathering.
    CognitiveLowSimple 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

    1. Introduce a "Mastery Path" to gathering that rewards pattern recognition to engage Curious Solvers.
    2. Add a "Giftable Component" to the craft to allow Passionate Belongers to participate through social support.
    3. 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

    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 archetypes a new feature will alienate before launch.Diagnose 'Reward Wrapper Syndrome' in existing progression loops.Refine social systems to better serve Passionate Belongers vs. Leaders.Align monetization surfaces with core gameplay motivation themes.

    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.

    ~30 seconds
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      Download the ZIP

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      Unzip into your skills folder

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      Ask your agent to use it

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