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Agent Skill · 研究检索

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

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-fantasy-extractor 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为只读;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 38,233。

总安装 1,591周安装 65GitHub Stars 公开资料未说明下载 510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-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。

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-fantasy-extractor

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-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。

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-fantasy-extractor;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

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

game-design-fantasy-extractor 怎么安装?

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

game-design-fantasy-extractor 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-fantasy-extractor 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

game-design-fantasy-extractor 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-fantasy-extractor 用的人多吗?

公开数据是累计安装 1,591 次,近一周安装 65 次,下载 510 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-fantasy-extractor 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。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 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

  • 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-fantasy-extractor

游戏设计幻想提取器 · 本页

1,591—只读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-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.

平台分布

OpenClaw

98.41%
按下载量换算502

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

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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