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Agent Skill · 研究检索

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

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-multiplayer-feature-audit 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为权限未标注;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 37,787。

总安装 1,670周安装 71GitHub Stars 公开资料未说明下载 585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-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

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。

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。

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-multiplayer-feature-audit;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

    权限没有明确标注,第一次使用时只给一个无关紧要的任务,观察它到底读了哪些文件和网络。

常见问题

6 条

game-design-multiplayer-feature-audit 怎么安装?

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

game-design-multiplayer-feature-audit 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-multiplayer-feature-audit 需要什么权限?

权限级别没有明确标注。第一次使用时建议只给无关紧要的任务,观察它实际读写了哪些内容。

game-design-multiplayer-feature-audit 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-multiplayer-feature-audit 用的人多吗?

公开数据是累计安装 1,670 次,近一周安装 71 次,下载 585 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-multiplayer-feature-audit 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。

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-multiplayer-feature-audit

游戏设计多人功能审核 · 本页

1,670—权限未标注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-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.

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

权限未标注

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。目前只有一个公开来源,建议同时核对源仓库。

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