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Agent Skill · 研究检索

game-design-player-values-mapper(游戏设计玩家价值观映射器)

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-player-values-mapper 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 37,991。

总安装 1,632周安装 68GitHub Stars 公开资料未说明下载 544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-player-values-mapper(游戏设计玩家价值观映射器)
来源仓库:https://github.com/stanestane/game-design-player-values-mapper
安装命令:
openclaw skills install game-design-player-values-mapper
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-player-values-mapper

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。

从玩家行为推断价值观与动机,转化为设计含义。适用于个性化系统、奖励机制或情感化设计开发。输出潜在价值取向与设计映射关系。结果为假设性分析,需通过测试验证有效性。game-design-player-values-mapper 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-player-values-mapper;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-player-values-mapper 怎么安装?

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

game-design-player-values-mapper 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-player-values-mapper 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-player-values-mapper 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-player-values-mapper 用的人多吗?

公开数据是累计安装 1,632 次,近一周安装 68 次,下载 544 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-player-values-mapper 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-player-values-mapper

游戏设计玩家价值观映射器 · 本页

1,632—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-player-values-mapper
description
Infer a player's underlying values and motivational priorities from behavior, then translate those into design implications. Use when designing personalization, segmentation, dynamic guidance, live-ops targeting, adaptive missions, re-engagement strategies, or feature prioritization; when behavior suggests that what players actually care about differs from what the design assumes; or when a team needs a behavior-first player profile rather than a demographic or archetype-only model.

Game Design Player Values Mapper

Map observed player behavior to likely underlying value priorities, then use that map to infer what kinds of goals, rewards, content, or framing are most likely to resonate.

Use this skill when the team needs to understand not just what players do, but what those choices imply about what they care about.

Core principle

Behavior is not random. It is preference made visible.

Players reveal their values through repetition, avoidance, investment, and attention. The goal is not to assign a rigid personality label, but to infer the motivational structure most likely driving current behavior and use that to improve design alignment.

What to produce

Generate:

  1. Observed behavior summary - what the player consistently does, ignores, and invests in
  2. Value map - likely dominant, secondary, and weak values
  3. Confidence notes - how strong or ambiguous each inference is
  4. Tensions or contradictions - where behavior suggests mixed motives or blocked values
  5. Design implications - what systems, content, messaging, goals, or monetization surfaces are likely aligned or misaligned
  6. Segment hypothesis - what kind of player pattern this most resembles in practical design terms
  7. Recommendations - what to emphasize, reframe, personalize, or stop pushing

Value framework

Map behavior to these value dimensions:

  • Efficiency / Optimization
  • Progression / Growth
  • Aesthetics / Expression
  • Collection / Completion
  • Social Recognition / Status
  • Experimentation / Discovery
  • Narrative / Meaning

You may add a clearly justified extra value if the case demands it, but do not bloat the framework casually.

Process

1. Gather behavior signals

List concrete observed behaviors.

Possible sources:

  • build patterns
  • resource spending
  • session frequency and duration
  • event participation
  • feature engagement
  • purchase behavior
  • social behavior
  • what the player returns to repeatedly
  • what the player ignores despite obvious rewards

Write:

  • Repeated behaviors
  • Avoided behaviors
  • Investment patterns

2. Map behaviors to likely value signals

Translate behavior into value hypotheses.

Examples:

  • min-maxing production chains -> Efficiency / Optimization
  • constant upgrading and rushing unlocks -> Progression / Growth
  • decorating, styling, curating loadouts -> Aesthetics / Expression
  • chasing every item or badge -> Collection / Completion
  • caring about ranks, cosmetics, visibility -> Social Recognition / Status
  • trying odd builds or niche tools -> Experimentation / Discovery
  • following lore, theme, faction identity, story arcs -> Narrative / Meaning

Important: many behaviors can map to more than one value. Do not overclaim certainty.

3. Weight the value profile

Do not force fake precision. The goal is a useful profile, not pseudo-scientific certainty.

Assign rough weight levels such as:

  • High
  • Medium
  • Low

Or if needed:

  • Dominant
  • Secondary
  • Weak
  • Absent

Also note confidence:

  • high confidence
  • medium confidence
  • low confidence

Use this format:

ValueWeightConfidenceEvidence
............

4. Detect tensions and blocked values

Look for contradictions.

Examples:

  • optimization-driven player engaging with decoration only because progression forces it
  • status-seeking player avoiding competition because the failure cost feels humiliating
  • progression-oriented player not spending because they distrust the offer structure
  • discovery-oriented player repeating safe loops because experimentation is too punished

Ask:

  • is this a real mixed-value profile?
  • or is one value being blocked by system design?

5. Infer likely design alignment

Answer:

  • what currently motivates this player most?
  • what kinds of content or objectives will likely land well?
  • what incentives are probably weak for this player?
  • where is the game asking for a value the player does not strongly hold?
  • what part of the experience is likely causing silent disengagement?
  • what messaging, reward framing, or mission framing is most likely to resonate?

6. Form a practical segment hypothesis

Translate the value map into a practical design-facing player pattern.

Examples:

  • efficiency-first optimizer
  • completionist collector with moderate status drive
  • expressive builder with weak progression urgency
  • growth-focused grinder with low experimentation tolerance
  • discovery-oriented tinkerer blocked by punishment

This is not meant to replace deeper persona work. It is a compact operational summary that helps teams act.

7. Recommend design actions

Translate the value map into actions such as:

  • personalize mission framing
  • surface a different kind of goal
  • target events/offers more intelligently
  • reduce pressure toward misaligned systems
  • give better tools to the dominant value type
  • redesign progression framing for the current segment
  • change how rewards are explained, not just what rewards are given
  • stop over-serving a secondary value while neglecting the dominant one

Response structure

Observed Behavior Summary

  • ...

Player Value Map

ValueWeightConfidenceEvidence
............

Dominant Values

  • ...

Secondary Values

  • ...

Tensions / Contradictions

  • ...

Segment Hypothesis

  • ...

Design Implications

  • ...

Recommendations

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

Fast mode

Use this quick pass when speed matters:

  • what does the player repeatedly choose?
  • what do they ignore?
  • what does that imply they value?
  • what is the strongest mismatch between the player's values and the game's current asks?
  • what practical segment hypothesis best describes this player?
  • what should the design emphasize or stop emphasizing for this player?

Working principle

A player rarely says their values directly. They leak them constantly through what they pursue, what they skip, and what they are willing to suffer for.

平台分布

OpenClaw

80.09%
按下载量换算436

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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