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game-design-attribution-audit游戏设计归因审核

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。

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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-attribution-audit(游戏设计归因审核)
来源仓库:https://github.com/stanestane/game-design-attribution-audit
安装命令:
openclaw skills install game-design-attribution-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。

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openclaw skills install game-design-attribution-audit

简介

game-design-attribution-audit 从归因理论角度分析玩家行为路径与反馈机制。

  • 适用于优化新手引导、奖励发放或失败恢复流程设计。
  • 识别动机偏差并提出针对性改进措施以增强用户体验。
  • 可在 OpenClaw 中直接调用进行设计方案评审。
  • 建议配合用户数据埋点验证审计结论的有效性。

SKILL.md

name
game-design-attribution-audit
description
Audit a game, feature, combat scenario, progression step, failure state, onboarding beat, or reward outcome through the lens of attribution theory: how players explain success and failure. Use when evaluating whether players will blame themselves, the system, luck, or hidden rules; diagnosing perceived unfairness, learned helplessness, rage, or churn after losses; or identifying where clarity, control, and feedback are too weak for healthy learning.

Game Design Attribution Audit

Audit a design by asking how players will explain what just happened.

Use this skill to evaluate whether a success or failure is likely to be interpreted as deserved, learnable, and controllable, or as arbitrary, unfair, and outside the player's influence. Focus on player perception of causality, not designer intent or mechanical correctness.

Read references/family-conventions.md when you want the shared style, prioritization, and diagnosis rules for this game-design skill family. Read references/output-patterns.md when you want the preferred recommendation and minimal-fix structure.

Core principle

Players do not respond only to outcomes. They respond to the story they tell themselves about why the outcome happened.

Healthy failure attribution usually feels:

  • internal enough to preserve responsibility
  • controllable enough to support improvement
  • unstable enough to preserve hope

Toxic failure attribution usually feels:

  • external
  • uncontrollable
  • stable

That combination produces reactions like "the game screwed me" or "this always happens and I can do nothing about it."

Attribution lenses

1. Locus

Ask whether the player is likely to locate the cause internally or externally.

  • Internal: "I made the wrong choice" or "I misplayed"
  • External: "the game cheated" or "the system decided against me"

2. Stability

Ask whether the player sees the cause as recurring or one-off.

  • Stable: "this is just how this game always works"
  • Unstable: "that happened this time, but next run could go differently"

3. Controllability

Ask whether the player believes they can influence the outcome in future attempts.

  • Controllable: "I can improve this"
  • Uncontrollable: "nothing I do matters"

What to produce

Generate:

  1. Attribution profile - likely player interpretation across locus, stability, and controllability
  2. Perception summary - what the player is likely to think happened
  3. Fairness diagnosis - whether the outcome feels deserved, understandable, and learnable
  4. Risk assessment - frustration, learned helplessness, toxicity, or churn risk
  5. Design actions - specific changes to improve attribution quality

Process

1. Define the audit target

Clarify:

  • what exact scenario, feature, or failure state is being audited
  • what outcome triggered the audit
  • who the relevant player is

Write:

  • Audit target
  • Outcome type
  • Player context

2. Reconstruct the event from the player's point of view

Map:

  • what the player did
  • what the system did
  • what feedback the player received
  • what information was visible versus hidden

Ask:

  • What action did the player believe they were taking?
  • What result did they expect?
  • What actually happened?
  • What evidence did the game provide about cause and effect?

3. Classify the likely attribution profile

For the observed outcome, judge:

  • Locus - internal, mixed, or external
  • Stability - stable, mixed, or unstable
  • Controllability - high, partial, or low

Use this format:

DimensionLikely player readingWhy
LocusInternal / Mixed / External...
StabilityStable / Mixed / Unstable...
ControllabilityHigh / Partial / Low...

4. Infer the likely player interpretation

Translate the attribution profile into player-facing language.

Examples:

  • "I got greedy and deserved that"
  • "That was bad luck, but I could have mitigated it"
  • "The game hid the rule and punished me"
  • "This encounter is just broken"

Prefer the exact sentence a frustrated player might actually say.

5. Diagnose why the attribution landed there

Look for root causes such as:

  • hidden mechanics
  • weak telegraphing
  • delayed or ambiguous feedback
  • inconsistent rules
  • excessive randomness
  • low agency or missing mitigation tools
  • punishment that is too severe for the level of clarity provided

6. Check compounding risk patterns

Pay special attention to combinations like:

  • low clarity + high punishment
  • high randomness + low mitigation
  • repeated failure + stable external attribution
  • weak feedback + complex systems
  • low control + high stakes

These combinations tend to create helplessness, blame, and churn faster than any one issue alone.

7. Convert the diagnosis into design changes

For each issue, specify:

  • Problem
  • Why players read it that way
  • Suggested change
  • Expected perception shift

Examples:

  • improve telegraphing -> shifts blame from system to player decision
  • expose hidden rules -> increases controllability
  • add mitigation option -> turns fatalism into recoverable error
  • reduce punishment severity -> lowers hostility during learning

Response structure

Use this structure unless the user asks for something else:

Audit Target

  • ...

Event Reconstruction

  • ...

Attribution Profile

  • Locus: ...
  • Stability: ...
  • Controllability: ...

Likely Player Interpretation

  • ...

Fairness and Learning Diagnosis

  • ...

Risk Assessment

  • ...

Recommendations

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

Minimal Fix

  • ...

Fast mode

Use this quick pass when speed matters:

  • What does the player think caused the outcome?
  • Does it feel internal or external?
  • Does it feel controllable next time?
  • Does it feel like a one-off or a permanent rule?
  • What one change would most improve perceived control or clarity?

Usage notes

This audit is especially useful for:

  • combat deaths
  • boss fights
  • failure loops
  • loot outcomes
  • economy punishments
  • onboarding mistakes
  • puzzle failures
  • competitive losses
  • high-RNG systems that may be misread as rigged

Common patterns to watch for:

  • a system can be mechanically fair and still attract external blame
  • a hard loss can feel acceptable if the cause is clear and avoidable
  • severe punishment raises the attribution bar: clarity and control must rise with it
  • repeated confusion hardens unstable frustration into stable hostility

Working principle

A good failure says, "you can learn this." A bad failure says, "the game just does that."

Use this skill when you need to understand not only what happened, but what players will believe happened.

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