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game design player motivation audit
Audit game designs and live-ops using Self-Determination Theory to build sustainable, high-agency player engagement.
$5
Works with the AI tools you already use
game design player motivation audit
Example session with this skill installed
Audit a Daily Login Streak system. The player gets increasing soft currency for 7 days. If they miss a day, the streak resets to zero. A pop-up appears at session start forcing a 'Claim' tap.
- Read your context and instructions
- Compiled the game design player
- Generated the UI component
The following audit evaluates a 7-day Daily Login Streak system using the Self-Determination Theory framework.
Player Motivation Audit: Daily Login Streak
Target Behavior
- Design being audited: 7-Day Daily Login Streak with reset penalty.
- Target player behavior: Daily session initiation (retention).
- Time horizon: Short-term (Activation/Habit).
- Primary player segment: All segments, primarily casual.
Amotivation Risks
Forced Flow: The mandatory pop-up at session start creates a "push button to continue" interaction, reducing the player's sense of agency.
Low Meaning: Tapping "Claim" lacks strategic or emotional context; it is a chore required to reach the actual game.
Motivation Breakdown
External regulation: High. The system relies entirely on soft currency rewards and loss aversion (resetting the streak).
Introjected regulation: Low/Med. Some ego-involvement in "maintaining a streak," but largely private unless shared.
Identified regulation: Low. Players rarely endorse "logging in" as a meaningful contribution to their larger goals.
- Integrated regulation: None. This behavior does not support a specific player identity or playstyle.
- Intrinsic motivation: Low. The act of claiming a login reward is not inherently fun or satisfying.
Need Satisfaction Check
| Need | Evidence of Satisfaction | Risk of Denial |
|---|---|---|
| Autonomy | None. The timing is dictated by the server. | High. Reset penalty creates "controlled" rather than "autonomous" motivation. |
| Competence | Minimal. Only the "skill" of remembering. | Low. No mastery arc is present. |
| Relatedness | None. | Low. The system is solitary. |
Motivational Profile
The system is heavily skewed toward
External Regulation. It uses "Negative Reinforcement" (avoiding the reset) and "Positive Reinforcement" (the reward) to drive behavior. This is effective for short-term activation but carries a high risk of "The Overjustification Effect"—once the reward feels small or the streak is broken, the player may feel liberated from the chore and stop playing entirely.
Recommendations
Restore Autonomy: Remove the "reset to zero" penalty. Use a "cumulative login" model or "grace days" to reduce the feeling of being controlled by a timer.
Contextualize the Action: Instead of a generic pop-up, integrate the reward into a "Daily Dispatch" or "Morning Briefing" that connects the currency to a specific goal (e.g., "Here are the supplies for your next raid").
Reduce Amotivation: Make the claim optional or accessible via a menu icon rather than a blocking pop-up to respect player intent.
Next steps
- Review the current drop-off rate for players who break a 5+ day streak.
- Prototype a "Login Calendar" that rewards total days per month rather than consecutive days.
- Test removing the mandatory pop-up in a small A/B group to measure impact on session start friction.
game-design-player-motivation-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
Engagement metrics can be misleading. A feature might drive high daily active users while secretly burning out players through chore-like loops, social pressure, or hollow reward dependencies that lead to sudden churn.
What it does
- Evaluates game systems against six distinct motivation types, from external rewards to intrinsic joy.
- Identifies amotivation risks where players feel low agency, confusion, or like they are just "pushing buttons to continue."
- Audits the satisfaction of core psychological needs: autonomy, competence, and relatedness.
- Diagnoses the likely player experience, distinguishing between "reward-chasing but hollow" and "deeply satisfying mastery."
- Provides concrete rebalancing recommendations to shift designs toward long-term player identity and sustainability.
Why this beats prompting it yourself
General LLMs often equate engagement with fun. This skill applies a specific Self-Determination Theory framework to distinguish between healthy participation and compulsive "grind," preventing you from building systems that feel like work rather than play.
Use cases
- Auditing Battle Pass tracks to ensure rewards feel earned rather than demanded.
- Diagnosing why a social or guild system feels like an obligation instead of a community.
- Evaluating monetization surfaces to prevent player resentment and long-term churn.
- Refining early-game tutorials to move players from external prompts to self-directed agency.
How to install
Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.
- 1
Download the ZIP
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- 2
Unzip into your skills folder
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- 3
Ask your agent to use it
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