Token导航 LogoToken导航TokenDH.com
研究检索权限需确认clawhub未标认证来源可访问clear审计通过

game-design-multiplayer-feature-audit游戏设计多人功能审核

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。

总安装

1,670

周安装

71

GitHub Stars

公开资料未说明

下载量

585
OpenClaw

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-multiplayer-feature-audit(游戏设计多人功能审核)
来源仓库:https://github.com/stanestane/game-design-multiplayer-feature-audit
安装命令:
openclaw skills install game-design-multiplayer-feature-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-multiplayer-feature-audit

简介

审核多人游戏功能与社交设计的契合度,提升协作体验质量。

  • 适用于评估实时操作、社交系统及多人概念的设计合理性。
  • 输入功能描述或设计文档,获取结构化反馈和改进建议。
  • 需结合具体场景使用,注意输出仅为参考意见。
  • game-design-multiplayer-feature-audit 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-multiplayer-feature-audit
description
Audit a game, feature, live-ops layer, social system, or multiplayer concept for the quality and fit of its social design. Use when evaluating collaboration, competition, collaborate-to-compete structures, matchmaking, guilds/clubs, synchronous versus asynchronous play, realtime constraints, depth of social interaction, community formation, vanity/status systems, or how to add social play to a mostly single-player game.

Game Design Multiplayer Feature Audit

Audit a design by asking what kind of social experience it is actually creating, for whom, at what coordination cost, and with what likely community effect.

Use this skill when a design has multiplayer or social ambitions and you need to judge whether those ambitions are coherent, motivating, scalable, and well matched to the core fantasy of the game.

Core principle

Social design is not a checklist of features.

A leaderboard, guild, chat channel, or PvP mode does not automatically create meaningful social play. Strong multiplayer design aligns player motivation, time structure, coordination demands, visibility, and community purpose.

What to produce

Generate:

  1. Audit target - what is being reviewed and what kind of social experience it appears to aim for
  2. Social promise - the core social fantasy or player promise
  3. Motivation map - competition, collaboration, collaborate-to-compete, belonging, vanity/status, knowledge exchange
  4. Time and synchronization audit - realtime, non-realtime, synchronous, asynchronous, or hybrid
  5. Social depth audit - how deep the interaction really goes
  6. Community and status audit - whether the system supports durable groups, identity, and readable prestige
  7. Risks / failure modes - where the design is likely to break, flatten, or create friction
  8. Recommendations - what to strengthen, stage, simplify, avoid, or postpone

Process

1. Define the social promise

State in one or two sentences what the feature is socially promising.

Examples:

  • compete for rank and status against peers
  • cooperate with a small squad to solve hard encounters
  • contribute to a group goal while still pursuing personal goals
  • show off taste, city design, wealth, or mastery
  • let solo players feel the presence of others without hard coordination

If the design appears to promise incompatible things at once, say so early.

Common tension examples:

  • calm self-expression versus destructive PvP
  • casual mobile bursts versus rigid appointment play
  • individual authorship versus committee-driven collaboration

2. Map the motivation structure

Audit the feature across these motivation buckets:

  • Competition - rivalry, ranking, domination, comparison
  • Collaboration - helping, supporting, coordinating, solving together
  • Collaborate-to-compete - teamwork in service of beating another team, club, faction, or cohort
  • Belonging - identity, membership, shared rituals, durable group attachment
  • Vanity / status - visible prestige, taste display, wealth display, proof of mastery
  • Knowledge exchange - teaching, strategy sharing, build discussion, optimization culture

Do not just list them. Judge which ones are truly doing work and which are merely implied.

3. Check motivational fit

Use a Self-Determination-Theory-inspired check:

  • Autonomy - does the player have choice of role, pace, route, or strategy?
  • Competence - can the player demonstrate mastery, improvement, contribution, or skill?
  • Relatedness - can the player meaningfully connect, compare, help, coordinate, or belong?

Flag fake-social systems that mostly create obligation, admin work, or shallow compliance.

Examples:

  • a guild donation button may create duty without meaningful relatedness
  • a giant anonymous global leaderboard may technically create comparison but fail emotionally
  • a cosmetic showcase may create status only if others can actually see and decode it

4. Audit time model and synchronization demands

Classify the feature explicitly:

  • Realtime synchronous
  • Non-realtime synchronous window
  • Asynchronous competitive
  • Asynchronous collaborative
  • Hybrid

Then ask:

  • how long does a typical social interaction last?
  • must players overlap in time?
  • what happens if one player misses the window?
  • does the audience/platform support this coordination burden?
  • is the feature mobile-friendly, session-friendly, or appointment-heavy?

Call out time-model mismatch clearly. A socially appealing idea can still be wrong for the audience if it demands too much synchronization.

5. Audit depth of social interaction

Rate the design using this depth ladder:

  1. Awareness - others exist
  2. Comparison - scores, rankings, visible collections, ghosts, showcases
  3. Indirect exchange - gifting, trading, donations, borrowing
  4. Communication - chat, pings, negotiation, requests
  5. Coordination - timing, role division, tactical cooperation
  6. Collective strategy - shared plans, doctrine, adaptation, team optimization
  7. Community identity - durable groups, leadership, rituals, norms, reputation, belonging

State where the feature sits now, where it wants to sit, and whether the gap is credible.

Do not assume deeper is always better. More depth usually means more friction, moderation burden, onboarding cost, and design risk.

6. Audit competition design

If the feature includes competition, evaluate:

  • leaderboard scale
  • intimacy of comparison group
  • freshness of score movement
  • reward brackets and goal density
  • fairness and matchmaking logic
  • anti-exploit / anti-smurf / anti-boost concerns
  • visibility of rivals and stakes
  • whether losing still feels legible and motivating

Prefer emotionally legible comparison over giant anonymous ranking walls.

Small groups, leagues, seasons, and visible rivals are often stronger than one global list.

7. Audit collaboration design

If the feature includes cooperation, evaluate:

  • clarity of shared goal
  • role differentiation
  • visibility of contribution
  • whether casual or weaker players can still help
  • whether personal goals can also feed the group goal
  • dependency risk if one player flakes or churns
  • communication need versus communication tools provided

Strong collaborative systems often let players pursue personal goals that still contribute to a shared outcome.

8. Audit community formation

Ask whether the design supports durable social structure:

  • clubs, clans, guilds, alliances, squads
  • friend discovery and invitations
  • reasons to stay in a group
  • recurring cadence and rituals
  • visible contribution and group memory
  • discoverability of healthy groups
  • lightweight leadership roles or responsibilities

Ask the blunt question: Why would a player bother joining or maintaining this group?

If the answer is only chat access, habit, or raw rewards, call that out as thin.

9. Audit vanity and status

Evaluate the status layer through four checks:

  1. Visibility - can other players see the signal?
  2. Legibility - can they understand what it means?
  3. Desirability - is it aspirational?
  4. Fairness - what exactly is being signaled: skill, taste, effort, money, tenure, luck?

Common status surfaces:

  • ranks and leagues
  • trophies and seasonal records
  • rare cosmetics
  • city/base/avatar/profile display
  • titles and badges
  • featured placements and judged showcases

Vanity systems are weak when they are private, unreadable, or disconnected from any real social surface.

10. Audit fit for mostly single-player games

When the design adds social play to a mostly solo experience, ask:

  • what player behaviors already suggest social demand?
  • what social fantasy naturally fits the core loop?
  • what part of the fantasy should remain personal and unshared?
  • should the first social layer be comparison, exchange, clubs, judged showcases, or direct PvP?
  • is the design trying to force deep collaboration onto a fantasy built around individual authorship or control?

Be skeptical of bolted-on realtime multiplayer when the core fantasy is solitary mastery, self-expression, or authorship.

A safer migration path often goes:

  1. observe others
  2. compare with others
  3. exchange with others
  4. group with others
  5. collaborate to compete
  6. only then add tightly synchronized modes if the audience proves it wants them

11. Diagnose failure patterns

Common failure shapes:

  • social wallpaper - many social features, little actual social meaning
  • coordination overkill - audience asked for more synchronization than it can sustain
  • status fog - prestige exists but players cannot read or value it
  • guild shell - groups exist but have no real purpose
  • comparison numbness - ranks exist but movement feels emotionally meaningless
  • solo fantasy violation - the social layer damages the core fantasy instead of extending it
  • high-friction collaboration - teamwork exists but the cost of organizing it is too high
  • shallow relatedness - players are adjacent, not meaningfully connected

12. Convert findings into actions

For each major issue, specify:

  • Issue
  • Why it hurts
  • What kind of player it hurts most
  • Suggested change
  • Expected effect

Response structure

Audit Target

  • ...

Social Promise

  • ...

Motivation Map

  • Competition: ...
  • Collaboration: ...
  • Collaborate-to-compete: ...
  • Belonging: ...
  • Vanity / status: ...
  • Knowledge exchange: ...

Time and Synchronization Audit

  • ...

Social Depth Audit

  • Current depth: ...
  • Intended depth: ...
  • Gap: ...

Community and Status Audit

  • ...

Risks / Failure Modes

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

Recommendations

  • Do now: ...
  • Do later: ...
  • Avoid: ...

Fast mode

Use this quick pass when speed matters:

  • what social fantasy is this actually selling?
  • is it mostly competition, collaboration, or collaborate-to-compete?
  • does the time model fit the audience?
  • how deep is the social interaction really?
  • why would players stay in a group?
  • what visible status or prestige does the system create?
  • what is the single biggest mismatch or risk?

References

Read these when useful:

  • references/social-design-dimensions.md for the deeper multiplayer audit checklist and sharper prompts

Working principle

Strong multiplayer design does not merely place players near each other. It creates meaningful comparison, contribution, coordination, recognition, or belonging at a coordination cost the audience is actually willing to pay.

适合场景

01

OpenClaw 用户查找和安装 Skill 时

02

用户想查找某类 Agent Skill 时

03

需要根据任务场景推荐可安装能力包时

04

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

OpenClaw

80.6%
按下载量换算472

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

权限需确认

当前来源未能明确判断权限范围,默认进入异常复核队列。

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。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills