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Agent Skill · 研究检索

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

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。

game-design-bartle-archetype-audit 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为执行命令;许可证为 MIT-0,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 30,652。

总安装 2,840周安装 122GitHub Stars 公开资料未说明下载 996核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.0.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

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
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install game-design-bartle-archetype-audit

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

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。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install game-design-bartle-archetype-audit;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

game-design-bartle-archetype-audit 怎么安装?

在终端执行 openclaw skills install game-design-bartle-archetype-audit。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

game-design-bartle-archetype-audit 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

game-design-bartle-archetype-audit 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 openclaw skills install game-design-bartle-archetype-audit 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

game-design-bartle-archetype-audit 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

game-design-bartle-archetype-audit 用的人多吗?

公开数据是累计安装 2,840 次,近一周安装 122 次,下载 996 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

game-design-bartle-archetype-audit 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
game-design-bartle-archetype-audit

游戏设计巴图原型审核 · 本页

2,840—执行命令MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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.

平台分布

OpenClaw

79.03%
按下载量换算787

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 openclaw skills install game-design-bartle-archetype-audit 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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