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Agent Skill · 效率

game-design-social-satisfaction-matrix(游戏设计社会满意度矩阵)

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-social-satisfaction-matrix 是效率类 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,按安装量在效率类的 21,003 个 Skill 里排第 20,247。

总安装 1,622周安装 65GitHub Stars 公开资料未说明下载 525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-social-satisfaction-matrix(游戏设计社会满意度矩阵)
来源仓库:https://github.com/stanestane/game-design-social-satisfaction-matrix
安装命令:
openclaw skills install game-design-social-satisfaction-matrix
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-social-satisfaction-matrix

这个 Skill 是做什么的

效率类 Skill 把重复的整理、汇总、转换工作交给助手完成,减少手工复制粘贴。

评估游戏社交功能带来满意或不满意的潜力。适用于多人元素、合作机制或竞争系统的设计审核。构建二维矩阵分析社交影响方向与强度。输出为定性评估,需结合具体交互细节完善。game-design-social-satisfaction-matrix 属于效率类 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-social-satisfaction-matrix;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-social-satisfaction-matrix 怎么安装?

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

game-design-social-satisfaction-matrix 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-social-satisfaction-matrix 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-social-satisfaction-matrix 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-social-satisfaction-matrix 用的人多吗?

公开数据是累计安装 1,622 次,近一周安装 65 次,下载 525 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-social-satisfaction-matrix 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。
  • 需要处理效率类任务、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。

效率类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
github

GitHub 代码协作 · OpenClaw

7,632,918545需要联网MIT-0通过
nano-pdf

Nano PDF 文档 · OpenClaw

4,249,476231需要联网MIT-0通过
auto-updater

自动更新程序 · OpenClaw

2,964,063386操作浏览器MIT-0通过
video-frames

视频帧 · OpenClaw

2,621,304112需要联网MIT-0通过
gemini

Gemini 助手 · OpenClaw

2,547,39648需要联网MIT-0有提醒
game-design-social-satisfaction-matrix

游戏设计社会满意度矩阵 · 本页

1,622—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-social-satisfaction-matrix
description
Evaluate a game's social features and multiplayer elements by their potential to create social satisfaction versus social dissatisfaction. Use when auditing chat, voice, friend systems, gifting, lobbies, social hubs, guilds, reporting tools, cooperative mechanics, profile surfaces, or other social elements; when comparing which features are basic, critical, booster, or secondary; or when deciding where to reduce social risk, increase social stickiness, and prioritize improvements to multiplayer or community-facing systems.

Game Design Social Satisfaction Matrix

Use the Social Satisfaction Matrix to classify social elements by how much they can increase social satisfaction, how much they can create social dissatisfaction, and what that implies for design priority.

This skill is especially useful when a team knows a feature is "social" but does not yet understand whether it is an expected basic, a risky high-impact critical element, a nice booster, or mostly secondary.

Core principle

Not all social features matter in the same way.

Some social elements are basic expectations that rarely delight but cause frustration when missing. Some are high-risk, high-value systems that can either deepen connection or amplify harm. Some are nice boosters. Some barely move the needle. The point of the matrix is to stop treating all social features as equally important or equally dangerous.

The matrix

Classify elements into four categories:

Basic

Must-do elements.

  • low potential to create delight
  • high potential to create dissatisfaction if missing or weak
  • expected foundations of the social experience

Typical examples:

  • friend list
  • stable party formation
  • baseline group management
  • basic reporting access

Critical

Make-or-break elements.

  • high potential to create satisfaction
  • high potential to create dissatisfaction
  • socially valuable but risky if handled poorly

Typical examples:

  • voice chat
  • open text chat
  • matchmaking surfaces that strongly affect teammate quality
  • live team communication systems
  • public social reputation surfaces

Booster

Could-do elements that add satisfaction.

  • can make the experience nicer, warmer, or more memorable
  • low downside if absent
  • usually not necessary for functional play

Typical examples:

  • lightweight gifting
  • celebratory emotes
  • temporary cosmetic sharing
  • playful social acknowledgements

Secondary

Low-impact elements.

  • low potential to create strong satisfaction
  • low potential to create strong dissatisfaction
  • may matter for niche segments, but not majorly for the overall social experience

Typical examples depend heavily on audience and context. Something secondary for one game or segment may be critical for another.

What to produce

Generate:

  1. Audit target - what game, mode, or set of social elements is being reviewed
  2. Element map - where each chosen element sits in the matrix
  3. Rationale - why each element belongs there
  4. Risk and opportunity view - what the matrix reveals about the current social landscape
  5. Improvement priorities - what to fix, protect, redesign, add, or deprioritize
  6. Sweet-spot judgment - where the design should aim to increase satisfaction without creating disproportionate social risk

Process

1. Define the social scope

Clarify:

  • what game, feature set, or mode is being audited
  • which social elements are in scope
  • what audience or segment matters most
  • whether the team cares more about retention, safety, delight, community health, matchmaking quality, or social stickiness

Write:

  • Target
  • Audience context
  • Business/design concern

2. Choose the elements to map

Pick one or more social elements.

Good candidates include:

  • game mechanics with social consequences
  • chat and voice systems
  • nonverbal communication systems
  • friend, guild, or party tools
  • shared activities
  • reporting and moderation surfaces
  • profile and identity surfaces
  • social hubs or hangout spaces
  • gifting, acknowledgements, and reciprocal mechanics
  • goal-setting systems that require or encourage social participation

3. Assess satisfaction potential

For each element, ask:

  • can this create positive social moments?
  • does it help players bond, coordinate, celebrate, contribute, or belong?
  • does it increase trust, recognition, or meaningful cooperation?
  • does it align selfish goals with prosocial outcomes?
  • can it make the game feel warmer, stickier, or more socially rewarding?

Possible satisfaction sources:

  • prosocial action
  • bonding and familiarity
  • positive recognition
  • meaningful contribution
  • active participation
  • shared accomplishment
  • belonging and group identity
  • balanced interdependence

4. Assess dissatisfaction potential

For each element, ask:

  • can this facilitate harassment, griefing, or cheating?
  • does it depend on trust that may not exist?
  • can it create conflicting goals or blame?
  • does it require hidden knowledge or high skill from everyone?
  • can it leave weaker players exposed or unsupported?
  • are expectations unclear?
  • does it create open affordances with weak guardrails?

Possible dissatisfaction sources:

  • disruptive behavior
  • trust dependency
  • incompatible goals
  • knowledge dependency
  • skill dependency
  • task interdependence under pressure
  • weak social support
  • unclear expectations
  • abuseable communication affordances

5. Place each element in the matrix

Now classify each element:

  • Basic
  • Critical
  • Booster
  • Secondary

Do not classify by gut feel alone. Tie the placement to its satisfaction and dissatisfaction potential.

Also note if an element is:

  • misclassified by the team today
  • segment-dependent
  • healthy in concept but badly implemented

6. Compare the overall landscape

Step back and ask:

  • is the game overinvested in risky critical systems with weak guardrails?
  • is it missing basic foundations?
  • is it trying to add boosters before basics work?
  • are supposedly secondary features actually critical for the target segment?
  • is the social experience too functional and dry, with no boosters?
  • are there obvious opportunities to move a feature toward the sweet spot?

7. Aim for the sweet spot

The ideal is not zero risk.

The sweet spot is where a social element creates significant satisfaction while keeping dissatisfaction risk manageable through good design, guardrails, and support systems.

Typical improvement strategies:

  • Add a feature to increase positive social value
  • Change a feature to reduce downside or improve readability
  • Bundle features so multiple small supports increase aggregate satisfaction
  • Create a feature system so elements reinforce one another instead of standing alone

8. Convert the matrix into action

For each priority element, specify:

  • Current category
  • Why it matters
  • Main social upside
  • Main social downside
  • Design change
  • Expected effect

Response structure

Target

  • ...

Matrix Map

ElementCategorySatisfaction PotentialDissatisfaction PotentialWhy It Sits Here
...............

Landscape Read

  • ...

Priority Risks

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

Best Opportunities

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

Sweet-Spot Recommendations

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

Fast mode

Use this quick pass when speed matters:

  • which social elements are basic expectations?
  • which are critical and risky?
  • which are nice boosters?
  • which barely matter?
  • where is the game under-protected, overexposed, or missing easy social upside?

Working principle

A socially sticky game is not built by piling on social features. It is built by understanding which social elements are foundational, which are dangerous but powerful, which are delightful extras, and which are mostly noise.

平台分布

OpenClaw

86.15%
按下载量换算452

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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