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Agent Skill · 研究检索

game-design-prosocial-session-chapters(游戏设计亲社会会议章节)

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-prosocial-session-chapters 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 37,901。

总安装 1,648周安装 68GitHub Stars 公开资料未说明下载 539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-prosocial-session-chapters(游戏设计亲社会会议章节)
来源仓库:https://github.com/stanestane/game-design-prosocial-session-chapters
安装命令:
openclaw skills install game-design-prosocial-session-chapters
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-prosocial-session-chapters

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。

设计三阶段亲社会多人游戏体验:设置、小循环与长尾。适用于会话制多人游戏或合作玩法的结构规划。提供章节模型框架与互动节奏建议。输出为设计模板,需根据具体游戏类型适配调整。game-design-prosocial-session-chapters 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-prosocial-session-chapters;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-prosocial-session-chapters 怎么安装?

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

game-design-prosocial-session-chapters 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-prosocial-session-chapters 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-prosocial-session-chapters 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-prosocial-session-chapters 用的人多吗?

公开数据是累计安装 1,648 次,近一周安装 68 次,下载 539 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-prosocial-session-chapters 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-prosocial-session-chapters

游戏设计亲社会会议章节 · 本页

1,648—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-prosocial-session-chapters
description
Design or audit prosocial experiences in session-based multiplayer games using a three-phase chapter model built around Setup, Little Loops, and Long Tail. Use when evaluating co-op games, team shooters, MOBAs, mission-based multiplayer, or other repeat-session formats; when planning how to prime trust before play, reinforce repeatable prosocial actions during play, and carry positive social momentum across sessions; or when a multiplayer game feels socially flat, hostile, forgettable, or unable to turn one good match into another.

Game Design Prosocial Session Chapters

Use this skill to structure prosocial multiplayer design across the arc of a session-based experience: before the action, inside the repeating social micro-loops, and after the session ends.

This skill is specifically for games where social experience happens in repeated sessions, matches, runs, or missions rather than primarily through one persistent social world.

Core principle

Prosociality should be designed as an arc, not a lucky accident.

A healthy session-based multiplayer game does not rely only on one nice feature or one moderation tool. It prepares players for prosocial behavior before the pressure starts, gives them repeated chances to do small useful social actions during play, and then preserves or extends that social value after the match.

The chapter model

Chapter 1: Setup

Set the stage before or around the start of play.

This phase includes:

  • matchmaking context
  • lobbies
  • loading screens
  • tutorials
  • expectation setting
  • early identity and trust cues
  • pre-session group assembly

The job of Setup is to make prosocial behavior feel plausible, legible, and normal before players are under stress.

Chapter 2: Little Loops

Create repeatable prosocial actions inside the core loop.

This phase includes the small repeated actions players do for one another during active play:

  • revive
  • heal
  • ping
  • cover
  • share
  • rescue
  • assist
  • coordinate
  • acknowledge
  • set up beneficial reciprocity

The job of Little Loops is to turn prosocial behavior into habit, not just aspiration.

Chapter 3: Long Tail

Make prosocial behavior meaningful beyond the session.

This phase includes:

  • commendations
  • acknowledgements
  • social memory
  • regrouping
  • reconnect surfaces
  • prosocial stats or recognition
  • social hubs after play
  • ways to continue with positive teammates

The job of the Long Tail is to stop good social moments from evaporating the instant the scoreboard disappears.

What to produce

Generate:

  1. Audit or design target - what game, mode, or session loop is being reviewed
  2. Chapter-by-chapter assessment - what currently exists in Setup, Little Loops, and Long Tail
  3. Prosocial arc diagnosis - whether the three chapters reinforce one another or feel disconnected
  4. Missed opportunities - where the design could better prime, repeat, or preserve prosocial behavior
  5. Priority interventions - what to add, change, or strengthen in each chapter
  6. Use-case judgment - whether this framework is a strong fit for the target or whether another lens would be more appropriate

Process

1. Confirm that the game fits the method

This method is strongest when:

  • play happens in bounded sessions, matches, rounds, or missions
  • players repeatedly team up with friends, acquaintances, or strangers
  • social experience depends on what happens around and inside a repeatable play loop

This method is weaker when:

  • the game is mainly a persistent sandbox or MMO social world
  • the primary problem is broad moderation governance rather than in-session prosocial design
  • the experience is mostly solitary or asynchronous

If it is a weak fit, say so and only use the framework selectively.

2. Define the prosocial goal

Clarify:

  • what kind of positive social behavior the design wants more of
  • whether the goal is trust, cooperation, warmth, sportsmanship, return play with others, or reduced hostility
  • what current social problem is most salient: hostility, social flatness, weak teamwork, weak reconnection, etc.

Write:

  • Target
  • Desired prosocial outcome
  • Current social problem

3. Audit Setup

Ask:

  • how does the game prime prosocial expectations before play begins?
  • are strangers humanized or made more legible?
  • are players encouraged to see teamwork as normal and beneficial?
  • do tutorials, lobbies, or loading surfaces support prosocial norms?
  • do group assembly tools help compatible people find each other or reform?
  • is there any thematic or narrative framing that supports helping behavior?

Setup warning signs:

  • pure mechanical onboarding with no social framing
  • strangers feel faceless and disposable
  • no expectation setting until after conflict starts
  • no trust scaffolding before high-pressure teamwork

4. Audit Little Loops

Ask:

  • what small repeatable prosocial actions happen during play?
  • are players prompted to help one another in ways that are low-friction and legible?
  • does the core loop reward beneficial reciprocity?
  • are there repeated moments where trust can grow?
  • are prosocial moments visible, memorable, and celebrated?
  • can lower-skill players still contribute usefully to others?

Little Loops warning signs:

  • teamwork is theoretically required but mechanically unsupported
  • players are punished for helping others
  • helping actions are too rare, too costly, or too invisible
  • the loop creates blame faster than trust

5. Audit Long Tail

Ask:

  • what happens to a good social moment after the match ends?
  • can players acknowledge or commend prosocial behavior?
  • can they reconnect easily with good teammates?
  • are prosocial actions tracked, remembered, or recognized?
  • does the post-session layer make positive social behavior matter over time?

Long Tail warning signs:

  • good teammate encounters vanish immediately
  • post-match tools only focus on performance, not social quality
  • players can report harm but not meaningfully acknowledge help
  • no bridge exists from one good session to the next

6. Diagnose the prosocial arc

Ask:

  • does Setup prepare players for the Little Loops?
  • do Little Loops generate moments worth carrying into the Long Tail?
  • does the Long Tail reinforce future Setup by making positive teammates easier to find again?
  • is the game telling one coherent prosocial story across all three chapters?

Common failure shapes:

  • good Setup, weak Little Loops
  • decent Little Loops, but no Long Tail memory
  • strong Long Tail rewards, but no in-match behavior actually earns them in satisfying ways
  • all three chapters exist, but they feel unrelated

7. Turn findings into interventions

For each chapter, specify:

  • Issue
  • Why it hurts prosociality
  • Suggested intervention
  • Expected effect

Typical interventions:

  • clearer expectation setting in lobby/load flow
  • pre-match signals of teammate trustworthiness or role clarity
  • more low-risk helping actions in the core loop
  • reciprocal mechanics that reward mutual aid
  • clearer celebration of team-positive moments
  • commendations, reconnection, or social-memory surfaces after play

Response structure

Target

  • ...

Framework Fit

  • ...

Setup Assessment

  • Strengths: ...
  • Gaps: ...

Little Loops Assessment

  • Strengths: ...
  • Gaps: ...

Long Tail Assessment

  • Strengths: ...
  • Gaps: ...

Prosocial Arc Diagnosis

  • ...

Priority Interventions

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

Use-Case Judgment

  • ...

Fast mode

Use this quick pass when speed matters:

  • what primes prosocial behavior before the match?
  • what repeatable helping loops exist inside the match?
  • what survives after the match?
  • where does the prosocial arc break?
  • what one intervention would most improve the chain from one good session to the next?

Working principle

A session-based multiplayer game becomes more socially healthy when it teaches prosociality before pressure, rehearses it in small repeatable actions during play, and gives it memory after play.

平台分布

OpenClaw

81.66%
按下载量换算440

安全审计

VirusTotal

通过

ClawScan

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Static analysis

通过

权限和风险

权限未标注

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安装前确认

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