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game-design-fantasy-extractor游戏设计幻想提取器

Agent Skill

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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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

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请帮我安装这个 Agent Skill:game-design-fantasy-extractor(游戏设计幻想提取器)
来源仓库:https://github.com/stanestane/game-design-fantasy-extractor
安装命令:
openclaw skills install game-design-fantasy-extractor
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。

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openclaw skills install game-design-fantasy-extractor

简介

game-design-fantasy-extractor 将抽象幻想转化为具体可玩体验要素。

  • 确保核心玩法与宣称的艺术愿景保持一致不产生割裂感。
  • 输出清晰的玩家身份认同与情境代入感设计指引。
  • 作为研究检索型技能,依赖高质量输入材料保证输出质量。
  • 建议配合用户调研数据共同使用提高可信度。game-design-fantasy-extractor 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

name
game-design-fantasy-extractor
description
Extract the core player fantasy from a game, feature, loop, or pitch based on what the design actually lets the player do, feel, and become. Use when a team can describe mechanics but cannot clearly articulate the fantasy those mechanics are supposed to deliver, when a concept feels emotionally vague, when a pitch names features instead of a player promise, or when you need to test whether the claimed fantasy is real, weak, conflicted, or absent.

Game Design Fantasy Extractor

Extract the fantasy the design is actually trying to deliver, not just the genre wrapper or marketing line sitting on top of it.

Use this skill when a team can explain systems, verbs, and content, but cannot cleanly state what the player is meant to feel like, become, or emotionally inhabit. The goal is to infer the core player fantasy from the design itself, test whether the systems support it, and expose where the fantasy is generic, split, or fake.

Read references/family-conventions.md when you want the shared style, prioritization, and diagnosis rules for this game-design skill family. Read references/output-patterns.md when you want the preferred recommendation and minimal-fix structure.

Core principle

Players do not attach to mechanics in the abstract. They attach to what those mechanics let them be.

A useful fantasy statement does three things:

  • names who the player becomes
  • implies what emotional payoff they are chasing
  • is supported by repeated gameplay, not just theme dressing

If the fantasy could describe fifty unrelated games, it is too weak to guide design.

What to produce

Generate:

  1. Core fantasy - the strongest player-facing fantasy implied by the design
  2. Supporting fantasy layers - secondary fantasies or emotional promises present in the design
  3. Fantasy support map - which systems reinforce the fantasy and which fail to do so
  4. Fantasy conflicts - where systems, pacing, or progression undermine the claimed fantasy
  5. Design implications - what must be strengthened, clarified, cut, or re-framed

Process

1. Define the extraction target

Clarify:

  • what exact game, feature, loop, or pitch is being analyzed
  • whether the fantasy is for the whole product or one experience slice
  • whether you are extracting the current fantasy or pressure-testing a claimed one

Write:

  • Extraction target
  • Scope
  • Claimed fantasy if any

2. Identify the player verbs and role

Look at:

  • what the player repeatedly does
  • what power they exercise
  • what decisions they make
  • what social or world position they occupy
  • what consequences they create

Ask:

  • What role is the player actually inhabiting?
  • What kind of agency does the design grant?
  • Is the player expressing mastery, care, domination, discovery, survival, performance, stewardship, rebellion, creation, or something else?

3. Infer the emotional promise

Ask:

  • What is the player supposed to feel at their best moments?
  • What fantasy payoff keeps the loop emotionally coherent?
  • Does the design promise competence, cleverness, power, danger, intimacy, authorship, belonging, control, chaos, or transformation?

State the strongest emotional promise in plain language.

4. Separate fantasy from theme skin

Check whether the fantasy is genuinely systemic or mostly cosmetic.

Examples:

  • a game dressed as leadership but functionally about spreadsheet optimization
  • a game themed as outlaw chaos but structurally punishing improvisation
  • a game marketed as freedom while funneling players into narrow routes

Ask:

  • If the art and fiction layer were stripped away, would the same fantasy still be legible through play?
  • Is the fantasy delivered by action, or merely narrated at the player?

5. Identify supporting and competing fantasies

Many designs carry secondary fantasies. That is fine until they collide.

Look for:

  • power fantasy versus vulnerability fantasy
  • mastery fantasy versus cozy ritual fantasy
  • freedom fantasy versus authored narrative control
  • social belonging fantasy versus individual dominance fantasy

Name the strongest secondary fantasies and whether they strengthen or muddy the main one.

6. Map support and contradiction

For each major system, ask:

  • does it reinforce the fantasy
  • distract from it
  • undermine it
  • replace it with a different fantasy

Use this format:

System or loop elementSupports fantasy?Why
...Strongly / Partly / Weakly / No...

7. Write the extracted fantasy sharply

Prefer a compact form such as:

  • You are ...
  • You get to feel like ...
  • This is a game about becoming ...

Good examples are concrete and emotionally legible. Bad examples sound like box-copy mush.

8. Convert the fantasy into design implications

For each important fantasy claim, specify:

  • Fantasy promise
  • What the design must deliver repeatedly
  • What the design should avoid because it breaks the fantasy

Examples:

  • outlaw improvisation -> systems must reward bold opportunism, not only rigid planning
  • city stewardship -> player actions must visibly improve or shape the world
  • predator mastery -> encounters must showcase dominance, not constant attrition panic

Response structure

Use this structure unless the user asks for something else:

Extraction Target

  • ...

Core Fantasy

  • ...

Supporting Fantasy Layers

  • ...

Fantasy Support Map

  • ...

Fantasy Conflicts

  • ...

Design Implications

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

Minimal Reframe or Fix

  • ...

Fast mode

Use this quick pass when speed matters:

  • What does the player actually get to be here?
  • What feeling is the design promising at its best?
  • Which system most strongly supports that fantasy?
  • Which system most obviously betrays it?
  • What one change would make the fantasy clearer?

Usage notes

This extractor is especially useful for:

  • early concept framing
  • pitch cleanup
  • fantasy-first ideation
  • checking whether mechanics match emotional promise
  • identifying why a concept feels flat despite competent systems
  • aligning narrative, art, and design around one player promise

Common patterns to watch for:

  • teams often describe setting instead of fantasy
  • many designs claim freedom while structurally delivering obedience
  • multiple fantasies can coexist, but only if they are hierarchized
  • a fantasy without systemic support is just expensive decoration
  • if the player role is vague, the fantasy probably is too

Working principle

A design is not just a set of mechanics. It is an answer to the question, "what do I get to become while playing this?"

Use this skill to make that answer explicit and test whether the game earns it.

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