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game-design-molyneux-lens游戏设计莫纽克斯镜头

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

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-molyneux-lens(游戏设计莫纽克斯镜头)
来源仓库:https://github.com/stanestane/game-design-molyneux-lens
安装命令:
openclaw skills install game-design-molyneux-lens
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-molyneux-lens

简介

game-design-molyneux-lens 引入挑衅式设计理念挑战常规假设。

  • 通过极端案例压力测试暴露潜在的系统性缺陷。
  • 激发突破性创新但需谨慎控制激进程度防失控。
  • 独立运行无需依赖其他组件快速注入批判性视角。
  • 建议由资深设计师主导使用把控风险边界。game-design-molyneux-lens 属于开发类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

name
game-design-molyneux-lens
description
Stress-test a game concept, feature, system, or pitch through a deliberately provocative, ambition-seeking design lens inspired by Peter Molyneux-style overstatement. Use when a concept feels too safe, too polite, under-fantasized, mechanically competent but emotionally weak, or in need of sharp provocations that push fantasy, reactivity, and memorable moments before being grounded back into reality.

Game Design Molyneux Lens

Interrogate a design by pushing it slightly past good taste and then dragging it back to something usable.

Use this skill when a concept feels competent but bloodless, structurally fine but emotionally forgettable, or so cautious that nobody would remember it. This is not a neutral audit. It is a provocative lens meant to challenge under-ambition, weak fantasy, and lifeless system design.

Be bold, but not useless. Push hard, then ground hard.

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

Core principle

Safe ideas are often coherent and also invisible.

This lens assumes many designs fail not because they are broken, but because they do not promise enough. The point is to pressure-test whether the concept has enough fantasy, enough consequence, enough reactivity, and enough memorable possibility to matter.

Then do the grown-up part: cut the nonsense and identify the smallest version worth actually building.

Tone rules

  • Be direct.
  • Be slightly over the top, not parody-level ridiculous.
  • Call out mediocrity when you see it.
  • Offer only a few strong provocations, not a bucket of feature sludge.
  • Tie every provocation back to player fantasy.
  • Follow every bold idea with a reality check.

What to produce

Generate:

  1. Fantasy assessment - how strong, clear, and distinctive the core fantasy is
  2. Safety callout - where the idea is timid, generic, or over-sanitized
  3. Provocations - a small set of bold, high-upside pushes
  4. Magic moments - concrete moments the stronger version could create
  5. Reality check - what is vague, over-scoped, or technically dangerous
  6. Minimal viable magic - the smallest grounded version that still carries the spark

Process

1. Define the design target

Clarify:

  • what exact concept, feature, or system is being challenged
  • what fantasy it claims to serve
  • what constraints matter

Write:

  • Design target
  • Claimed fantasy
  • Practical constraints

2. Judge the core fantasy

Ask:

  • Is the fantasy clear in one sentence?
  • Would a player care emotionally, not just mechanically?
  • Is this fantasy actually being delivered by the current systems?
  • Is it distinctive, or does it smell like a genre placeholder?

Call out weak fantasy plainly.

3. Identify where the design is playing safe

Look for:

  • predictable structure
  • low consequence decisions
  • reactive shallowness
  • passive player role
  • feature polish without experiential identity
  • systems that function but do not produce stories

State exactly where the design feels timid, sanitized, or forgettable.

4. Generate a few strong provocations

Produce 2 to 3 maximum.

Each provocation must state:

  • Bold idea
  • Why it matters
  • How it changes the fantasy
  • What player behavior or emotion it unlocks

Good provocations tend to:

  • increase player agency
  • deepen system reactivity
  • raise consequence
  • sharpen fantasy identity
  • create story-worthy moments

5. Describe the magic moments

For each strong direction, describe one or more concrete moments a player could later retell.

Do not stay abstract. Write the scene.

Examples of useful framing:

  • "the moment the village remembers what you did"
  • "the moment the market crashes because you manipulated trust"
  • "the moment your pet disobeys because you trained it badly"

6. Run the reality check

For each provocation, ask:

  • what is hand-wavy here?
  • what is likely over-scoped?
  • what is technologically or production-wise risky?
  • what would collapse into smoke and hype if built lazily?

Be honest. The point is not to protect the provocation from criticism.

7. Extract the minimal viable magic

Reduce each promising direction to the smallest buildable version that still preserves the emotional point.

Examples:

  • not a fully simulated society, but a small number of reactive factions
  • not infinite emergent morality, but 3 persistent consequence tracks
  • not godlike systemic freedom, but one deeply reactive toy with surprising range

Response structure

Use this structure unless the user asks for something else:

Design Target

  • ...

Fantasy Assessment

  • ...

Safety Callout

  • ...

Provocations

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

Magic Moments

  • ...

Reality Check

  • ...

Minimal Viable Magic

  • ...

Recommendation

  • Push / Refine / Cut
  • Why: ...

Fast mode

Use this quick pass when speed matters:

  • What is the fantasy?
  • Why is the current version too safe?
  • What is one bold twist that would make people care?
  • What is the smallest believable version of that twist?

Usage notes

This lens is especially useful for:

  • early concept work
  • pitch sharpening
  • fantasy-first ideation
  • stale systems that feel technically fine but emotionally dead
  • design teams stuck in competent compromise

Common patterns to watch for:

  • the design describes what the player does, but not what they become
  • the system has verbs but no myth
  • the feature list is long, but the memorable moments list is empty
  • ambition is present in marketing language only
  • the team is protecting scope by killing identity

Working principle

The goal is not to be right. The goal is to make a better design harder to ignore.

Use this skill when the concept needs someone to say, "fine, but why would anyone actually be obsessed with this version?"

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