Token导航 LogoToken导航TokenDH.com
研究检索只读clawhub未标认证来源可访问clear审计通过

game-design-fairness-frustration-audit游戏设计公平挫败审核

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。

总安装

1,567

周安装

64

GitHub Stars

公开资料未说明

下载量

507
OpenClaw

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-fairness-frustration-audit(游戏设计公平挫败审核)
来源仓库:https://github.com/stanestane/game-design-fairness-frustration-audit
安装命令:
openclaw skills install game-design-fairness-frustration-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-fairness-frustration-audit

简介

game-design-fairness-frustration-audit 衡量机制公平性与潜在挫败风险。

  • 防止随机性高方差玩法导致非自愿流失的关键质量控制手段。
  • 覆盖战斗遭遇、进度门等多维度场景提供统一评估框架。
  • 零配置启动,适合所有规模团队用于早期设计验证。
  • 输出报告需由主策划复核确认后方可投入开发。

SKILL.md

name
game-design-fairness-frustration-audit
description
Audit a game, feature, failure loop, combat encounter, reward system, progression wall, or high-variance mechanic for perceived fairness and frustration. Use when diagnosing whether players feel cheated, whether difficulty feels deserved, whether randomness, feedback, and challenge interact badly, or why a design remains technically functional yet still produces anger, blame, or refusal to retry.

Game Design Fairness and Frustration Audit

Audit a design by asking whether it feels fair, understandable, and worth retrying.

Use this skill when the real question is not merely "is it balanced" but "why does this make players mad?" This audit combines three lenses:

  • attribution theory: who or what players blame
  • flow theory: whether challenge and skill stay aligned over time
  • perceived randomness: whether uncertainty feels exciting, suspicious, or rigged

Focus on player perception. Mechanical correctness is not enough if the experience still feels hostile.

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 will accept difficulty, failure, and uncertainty when they feel:

  • the cause is understandable
  • they had meaningful influence
  • the challenge matched a learnable demand
  • luck was visible, bounded, or mitigable

Players reject the same systems when outcomes feel:

  • arbitrary
  • hidden
  • uncontrollable
  • disproportionate
  • repeatedly punishing without teaching

What to produce

Generate:

  1. Fairness assessment - whether the experience feels fair, questionable, or unfair
  2. Frustration profile - what kind of frustration it creates and why
  3. Attribution diagnosis - how players explain the outcome
  4. Randomness diagnosis - how uncertainty is perceived and whether it is trusted
  5. Flow diagnosis - where challenge-skill mismatch amplifies frustration
  6. Design actions - what to change first to reduce hostility and improve retry willingness

Process

1. Define the audit target

Clarify:

  • what exact mechanic, loop, or scenario is producing the concern
  • whether the issue centers on failure, reward, difficulty, or inconsistency
  • what player segment is feeling the pain most

Write:

  • Audit target
  • Player segment
  • Observed complaint or risk

2. Reconstruct the player-facing event

Map:

  • what the player tried to do
  • what the system did in response
  • what role randomness played
  • what feedback the player saw
  • what the cost of failure was

Ask:

  • What did the player think would happen?
  • What actually happened?
  • What evidence did the game provide to explain the result?
  • What could the player realistically have done differently?

3. Run the attribution lens

Judge whether the likely reading is:

  • internal or external
  • stable or unstable
  • controllable or uncontrollable

Translate that into the likely player sentence, not just the technical classification.

4. Run the randomness lens

Examine:

  • whether randomness is visible or hidden
  • whether it changes frequency, impact, or both
  • whether the player can mitigate, predict, or prepare for it
  • whether streaks or outliers feel suspicious
  • whether randomness is being mistaken for execution failure or designer malice

5. Run the flow lens

Check:

  • whether challenge exceeded current skill too sharply
  • whether the player had enough teaching or support before the demand hit
  • whether repetition creates learning or just repeated punishment
  • whether the experience becomes anxious, exhausting, or deadening over time

6. Identify compounding frustration patterns

Pay special attention to combinations like:

  • high challenge + low clarity
  • high punishment + low controllability
  • hidden RNG + severe loss
  • repeated failure + stable external attribution
  • long retry cycle + low learning value

This is where frustration often shifts from healthy tension into "I am done with this."

7. Grade the fairness experience

Use a direct classification:

  • Fair - hard, but understandable and teachable
  • Questionable - some understandable basis, but trust is fragile
  • Unfair - outcomes feel hostile, hidden, or insufficiently controllable

State clearly whether the main problem is:

  • clarity
  • control
  • randomness
  • pacing
  • punishment
  • inconsistency
  • or a combination

8. Convert findings into design changes

For each issue, specify:

  • Problem
  • Why it feels unfair
  • Suggested change
  • Expected emotional effect

Examples:

  • add telegraphing -> reduces external blame
  • expose odds or logic -> reduces suspicion
  • add mitigation or counterplay -> increases control
  • soften punishment during learning -> preserves retry motivation
  • shorten retry cycle -> converts frustration into iteration

Response structure

Use this structure unless the user asks for something else:

Audit Target

  • ...

Fairness Assessment

  • Overall: Fair / Questionable / Unfair
  • Why: ...

Frustration Profile

  • ...

Attribution Diagnosis

  • ...

Randomness Diagnosis

  • ...

Flow Diagnosis

  • ...

Root Causes

  • ...

Recommendations

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

Minimal Fix

  • ...

Fast mode

Use this quick pass when speed matters:

  • Why does the player feel cheated?
  • Is the main issue hidden cause, low control, bad RNG framing, or challenge mismatch?
  • Does the player feel like retrying or quitting?
  • What is the smallest change that most improves trust?

Usage notes

This audit is especially useful for:

  • boss fights
  • roguelite losses
  • gacha or loot outcomes
  • PvP or PvE streak complaints
  • onboarding punishments
  • progression walls
  • one-shot kills
  • card draw variance
  • AI behavior that feels inconsistent or "scripted"

Common patterns to watch for:

  • a mathematically fair system can still feel unfair if its logic is hidden
  • low-probability disasters feel much worse when the player had no mitigation tools
  • high punishment demands high clarity
  • frustration becomes toxic when players cannot convert failure into learning
  • if players blame luck, the system, and pacing at the same time, fix trust before tuning difficulty

Working principle

A fair game can still frustrate. The key question is whether the frustration points toward mastery or away from the game.

Use this skill when players are not just struggling, but suspecting the design itself.

适合场景

01

OpenClaw 用户查找和安装 Skill 时

02

用户想查找某类 Agent Skill 时

03

需要根据任务场景推荐可安装能力包时

04

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

OpenClaw

71.17%
按下载量换算361

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。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills