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Agent Skill · 开发

game-design-molyneux-lens(游戏设计莫纽克斯镜头)

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-molyneux-lens 是开发类 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,按安装量在开发类的 21,746 个 Skill 里排第 11,881。

总安装 1,536周安装 64GitHub Stars 公开资料未说明下载 512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-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。

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-molyneux-lens

这个 Skill 是做什么的

开发类 Skill 面向写代码、改代码和排查问题,一般会读写仓库文件,部分还会执行构建或测试命令。

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。

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-molyneux-lens;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-molyneux-lens 怎么安装?

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

game-design-molyneux-lens 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-molyneux-lens 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-molyneux-lens 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-molyneux-lens 用的人多吗?

公开数据是累计安装 1,536 次,近一周安装 64 次,下载 512 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-molyneux-lens 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。
  • 需要处理开发类任务、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。

开发类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
skill-vetter

技能审查员 · OpenClaw

8,779,018986操作浏览器MIT-0通过
ontology

本体论 · OpenClaw

6,636,960576只读MIT-0通过
entra-app-registration

内部应用程序注册 · Codex、Claude

6,631,872764接触敏感数据未明确通过
entra-app-registration

内部应用程序注册 · Codex、Claude

3,757,680201接触敏感数据未明确通过
nano-banana-pro

纳米香蕉专业版 · OpenClaw

3,526,898364接触敏感数据MIT-0有提醒
game-design-molyneux-lens

游戏设计莫纽克斯镜头 · 本页

1,536—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-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?"

平台分布

OpenClaw

98.97%
按下载量换算507

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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