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game-design-bartle-archetype-audit游戏设计巴图原型审核

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用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

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GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

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来源可访问

安装方式

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请帮我安装这个 Agent Skill:game-design-bartle-archetype-audit(游戏设计巴图原型审核)
来源仓库:https://github.com/stanestane/game-design-bartle-archetype-audit
安装命令:
openclaw skills install game-design-bartle-archetype-audit
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简介

game-design-bartle-archetype-audit 评估不同玩家类型在游戏中的体验均衡性。

  • 帮助识别成就者、探索者等四类用户的动机满足情况。
  • 输出具体改进建议以提升整体用户参与度与留存率。
  • 作为研究检索工具,无需复杂配置即可嵌入设计评审环节。
  • 使用时需提供足够的功能描述以便准确分类分析。

SKILL.md

name
game-design-bartle-archetype-audit
description
Audit a game, feature, event, progression system, social system, live-ops loop, or onboarding flow through the lens of Bartle player archetypes: Achievers, Explorers, Socializers, and Killers. Use when evaluating who a design motivates, who it neglects, whether a feature over-serves one archetype at the expense of others, how a system will be perceived by different motivational player types, or why engagement is uneven across different player motivations.

Game Design Bartle Archetype Audit

Audit a design by asking which Bartle-type players it serves, frustrates, excludes, or accidentally overfeeds.

Use this skill to evaluate how a game or feature lands with four classic player archetype lenses:

  • Achievers - driven by progress, status, optimization, completion, and measurable advancement
  • Explorers - driven by discovery, experimentation, hidden depth, and systemic curiosity
  • Socializers - driven by connection, expression, cooperation, recognition, and shared play
  • Killers - driven by domination, disruption, competition, advantage, and impact over others

Treat these as motivational lenses, not rigid personality boxes.

Core principle

A feature rarely serves all player archetypes equally.

That is not automatically a problem. The real question is whether the imbalance is intentional, healthy, and compatible with the broader game. A design can succeed by strongly serving one archetype, but it can also fail by unintentionally alienating others or by overfeeding one motivational pattern until it distorts the whole experience.

What to produce

Generate:

  1. Audit target - what is being reviewed and what it is supposed to do
  2. Archetype-by-archetype reading - how each Bartle lens experiences the design
  3. Motivational profile - which archetypes are strongly served, weakly served, or actively harmed
  4. Imbalance diagnosis - where the design overcommits, neglects, or creates unhealthy tension
  5. Recommendations - what to strengthen, soften, separate, or clarify

Process

1. Define the audit target

Clarify:

  • what is being audited
  • what the feature or system is supposed to achieve
  • what player segment it seems primarily aimed at
  • whether it is core, optional, early-game, mid-game, endgame, or event-based

2. Audit for Achievers

Ask:

  • Does this provide clear goals, progress, ranks, milestones, or measurable completion?
  • Is advancement legible and satisfying?
  • Are there optimization hooks or mastery ladders?
  • Does the system reward effort and planning in a visible way?
  • Does it create grind without meaningful payoff?

Look for:

  • progression clarity
  • completion pressure
  • reward cadence
  • rank/status markers
  • optimization opportunities
  • scoreboard or collection incentives

3. Audit for Explorers

Ask:

  • Does this create opportunities for discovery, experimentation, hidden depth, or surprising interactions?
  • Is there anything to uncover, test, or learn beyond the obvious path?
  • Does the feature reward curiosity, or punish deviation from the intended route?
  • Is the system too solved, too explicit, or too shallow to explore?

Look for:

  • secrets or hidden layers
  • systemic depth
  • expressive experimentation
  • optional discovery
  • mystery and possibility
  • non-obvious interactions

4. Audit for Socializers

Ask:

  • Does this support cooperation, expression, social recognition, gifting, helping, belonging, or conversation?
  • Are there reasons to share, show, support, or coordinate?
  • Does it create social presence or only social metrics?
  • Does the system feel socially alive or socially sterile?

Look for:

  • communication value
  • collaboration loops
  • group identity
  • mutual dependency
  • recognition and expression
  • emotionally meaningful social rituals

5. Audit for Killers

Ask:

  • Does this allow players to dominate, disrupt, outplay, pressure, or visibly outperform others?
  • Is there direct or indirect competition?
  • Does the system create status through relative power?
  • Is competitive energy healthy here, or does it poison the experience?
  • Could killer-facing incentives distort the feature for everyone else?

Look for:

  • PvP or rivalry energy
  • visible advantage
  • denial or disruption power
  • dominance loops
  • competitive prestige
  • asymmetric leverage over others

6. Build the archetype profile

For each archetype, rate the design as:

  • Strongly served
  • Moderately served
  • Weakly served
  • Actively frustrated

Use this format:

ArchetypeRatingWhyLikely Response
Achievers.........
Explorers.........
Socializers.........
Killers.........

7. Diagnose imbalance and cross-archetype friction

Ask:

  • Is the feature clearly built for one archetype while pretending to serve all?
  • Does one archetype's reward structure damage another's experience?
  • Is the design too narrow for the place it occupies in the game?
  • Does the game need this system to be broad, or is specialization acceptable here?

Common imbalance patterns:

  • Achiever trap - everything becomes checklist, grind, ranking, and completion pressure
  • Explorer starvation - system is legible but dead, with nothing to discover or test
  • Social shell - other people are visible, but there is no real social meaning
  • Killer contamination - competitive pressure warps a space that should feel safe, expressive, or cooperative
  • False inclusivity - feature signals broad appeal but meaningfully serves only one player type

8. Convert findings into design actions

For each major issue, specify:

  • Archetype affected
  • Current issue
  • Design cause
  • Suggested change
  • Expected effect

Response structure

Audit Target

  • ...

Achievers

  • Strengths: ...
  • Weaknesses: ...

Explorers

  • Strengths: ...
  • Weaknesses: ...

Socializers

  • Strengths: ...
  • Weaknesses: ...

Killers

  • Strengths: ...
  • Weaknesses: ...

Archetype Profile

  • ...

Imbalance Diagnosis

  • ...

Recommendations

  1. ...
  2. ...
  3. ...

Fast mode

  • Which archetype is this mainly serving?
  • Which archetype is getting the least value?
  • Which archetype could be actively harmed by this design?
  • Is that imbalance intentional and acceptable?
  • What one change would improve the weakest archetype fit without breaking the strongest one?

References

Read these when useful:

  • references/bartle-notes.md for a concise interpretation of the four archetypes in game-design terms
  • references/failure-patterns.md for common archetype imbalance shapes

Working principle

A feature does not need to satisfy every Bartle archetype equally. But if it strongly privileges one motivational type, that should be by design, not by accident.

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