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game-design-fogg-behavior-audit游戏设计 fogg 行为审核

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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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-fogg-behavior-audit(游戏设计 fogg 行为审核)
来源仓库:https://github.com/stanestane/game-design-fogg-behavior-audit
安装命令:
openclaw skills install game-design-fogg-behavior-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-fogg-behavior-audit

简介

game-design-fogg-behavior-audit 依据行为模型拆解操作步骤实现动机驱动。

  • 识别阻碍转化的摩擦点并设计 nudging 干预策略。
  • 广泛应用于新手引导、付费转化等关键行为漏斗优化。
  • 无需联网即可本地运行,保护敏感业务逻辑不外泄。
  • 必须明确定义目标行为与当前障碍才能有效开展工作。

SKILL.md

name
game-design-fogg-behavior-audit
description
Audit a game feature, flow, event, onboarding step, progression action, monetization surface, retention mechanic, or social prompt using the Fogg Behavior Model: Motivation, Ability, Prompt. Use when evaluating whether a design actually causes the intended player behavior, diagnosing weak feature adoption, identifying friction or mistimed prompts, or understanding why a feature that seems valuable is not being used.

Game Design Fogg Behavior Audit

Evaluate whether a feature actually produces the behavior it is trying to cause.

Use this skill when the main question is behavioral: will players do the thing, and if not, why not? The goal is not to give a broad aesthetic critique. The goal is to identify whether the intended player action is supported by enough motivation, enough ability, and the right prompt at the right moment.

Read references/fogg-notes.md when you need a concise reminder of the model and the main failure patterns. Read references/game-examples.md when you want examples of how Motivation, Ability, and Prompt show up in game features.

Core behavior

  • Keep the analysis practical, not academic.
  • Always identify the target behavior first.
  • Do not audit a feature in the abstract if the intended player action is unclear.
  • Evaluate Motivation, Ability, and Prompt separately before giving a verdict.
  • Identify which of the three is the main bottleneck.
  • Recommend specific fixes, not vague advice.
  • Focus especially on feature design, onboarding, retention loops, event participation, progression actions, social actions, and monetization prompts.

What to ask first

Prioritize these questions:

  1. What exact player behavior is this feature trying to cause?
  2. What is the feature or flow?
  3. Who is the target player or player state?
  4. When is the player supposed to do the action?
  5. What reward, value, urgency, or reason does the player have to do it?
  6. What friction, prerequisites, or UI steps stand between the player and the action?
  7. What prompt or trigger is currently used?

If the target behavior is vague, ask for clarification or infer the most likely behavior and state the assumption.

What to diagnose

Quickly identify:

  • whether the intended behavior is clear and specific
  • whether players have enough reason to do it now
  • whether the action is easy enough in the current context
  • whether the prompt appears at the right moment
  • whether the prompt is visible, timely, and relevant
  • whether the feature is failing mostly because of low motivation, low ability, weak prompting, or a mismatch between all three

Response structure

Always organize the answer using this structure.

Target Behavior

  • state the exact player action the feature is trying to produce
  • if needed, distinguish primary and secondary behaviors

Motivation Read

  • what makes the player want to do it
  • what weakens desire or relevance
  • whether the reward, emotional appeal, status, urgency, curiosity, fear of loss, or identity fit is strong enough

Ability Read

  • what makes the action easy or hard
  • clarity
  • step count
  • cognitive load
  • time cost
  • resource or skill gates
  • UI friction

Prompt Read

  • what currently prompts the behavior
  • whether the prompt is visible, understandable, and well-timed
  • whether the prompt hits when motivation and ability are high enough

Failure Diagnosis

  • identify the main bottleneck
  • say whether the feature mostly fails because players do not want it, cannot easily do it, are not being prompted well, or are being prompted at the wrong time

Recommendation

  • recommend specific changes
  • if useful, separate fixes into motivation, ability, and prompt improvements

Strong use cases

This skill is especially useful for:

  • FTUE and tutorial steps
  • daily or return-player actions
  • event entry and event participation
  • reward claims and progression interactions
  • store offers and monetization prompts
  • battle pass or mission adoption
  • social invites or guild actions
  • underused buttons, tabs, or feature entries
  • any feature that seems valuable on paper but is not being used much

Weaker use cases

This skill is less useful for:

  • broad game vision critique without a specific target behavior
  • purely aesthetic review
  • open-ended sandbox play where the intended behavior is intentionally loose
  • high-level worldbuilding analysis

Style guidance

  • Be concrete.
  • Do not turn the analysis into generic behavioral-science fluff.
  • Keep the focus on what the player is actually being asked to do.
  • If the feature is trying to drive too many behaviors at once, say so.
  • If the behavior target itself is bad or confused, say that before tuning Motivation, Ability, or Prompt.

Fast mode

Use this compressed flow when the user wants a quick answer:

  • what exact behavior is this feature trying to cause
  • do players want to do it
  • can they easily do it
  • are they prompted at the right moment
  • which of the three is weakest
  • what should change first

Working principle

A feature does not succeed just because it exists, is visible, or is theoretically valuable. It succeeds when the player has enough reason to act, enough ability to act, and a prompt that lands at the right moment.

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能力 5

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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。

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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。

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