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game-design-novelty-spectrum-audit游戏设计新颖性频谱审核

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

2,654

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下载量

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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-novelty-spectrum-audit(游戏设计新颖性频谱审核)
来源仓库:https://github.com/stanestane/game-design-novelty-spectrum-audit
安装命令:
openclaw skills install game-design-novelty-spectrum-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-novelty-spectrum-audit

简介

在游戏熟悉度与创新性之间评估设计提案的平衡表现。

  • 适合用于功能、系统或原型的新颖性分析与定位判断。
  • 提供新颖性评分与优化方向,辅助决策是否推进开发。
  • 结果为评估建议,不替代实际测试或用户验证。
  • game-design-novelty-spectrum-audit 属于效率类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

name
game-design-novelty-spectrum-audit
description
Evaluate a game design, feature proposal, system concept, pitch, or prototype on the novelty spectrum between too familiar and too novel. Use when assessing whether a concept has enough differentiation, whether it violates player expectations too strongly, how it balances familiarity and innovation, or whether its innovation pattern is best understood as incremental innovation, recombination, simplification, or a more radical break from established mental models.

Game Design Novelty Spectrum Audit

Evaluate whether a design is innovating in the right way, at the right intensity, for the right audience.

Use this skill to assess how a proposal sits on the spectrum between overly familiar and overly novel. The goal is not to praise originality for its own sake. The goal is to judge whether the design balances novelty against player expectations strongly enough to feel fresh, but not so aggressively that it creates avoidable cognitive dissonance or adoption risk.

Read references/mental-model-layers.md when identifying which player expectations matter most. Read references/innovation-patterns.md when classifying what kind of novelty the design is attempting. Read references/verdict-scale.md when selecting a final novelty-spectrum judgment.

What to produce

Produce:

  1. Concept read - what the design is trying to be
  2. Familiarity anchors - what players will immediately recognize
  3. Novel elements - what is genuinely different
  4. Innovation pattern - what kind of innovation is happening
  5. Novelty spectrum verdict - where the design sits between too familiar and too novel
  6. Expectation clashes - where player mental models may resist the design
  7. Adjustment recommendation - what to increase, reduce, simplify, or communicate differently

Process

1. Read the concept through the lens of player expectations

Clarify:

  • what the proposal is trying to offer players
  • what audience it seems to target
  • what genre, fantasy, or product context frames player expectations
  • whether the pitch is leaning on familiarity, novelty, or both

2. Identify the familiarity anchors

Look for the parts of the concept that already fit player mental models. These may include:

  • recognizable fantasy or setting
  • familiar control patterns
  • established genre loops
  • common progression structures
  • known PvP, PvE, crafting, deckbuilding, roguelite, or battle-pass conventions
  • franchise or brand expectations

3. Identify the novelty sources

Ask what is actually new here. Distinguish between:

  • cosmetic novelty
  • thematic novelty
  • interaction novelty
  • systemic novelty
  • social/meta novelty
  • packaging or framing novelty

Do not mistake polish, setting swap, or tone shift for deep innovation unless it really changes player experience.

4. Classify the innovation pattern

Use one or more of these patterns:

  • Incremental innovation - improving an existing design lineage
  • Recombination - combining established elements from different sources
  • Simplification - removing complexity to create a more accessible or elegant version
  • Radical break - departing sharply from established expectations

Prefer the dominant pattern rather than force every category at once.

5. Judge the novelty balance

Decide whether the design is:

  • too derivative to stand out
  • familiar but differentiated enough
  • balanced well between old and new
  • exciting but risky
  • likely too novel for the target audience or context

6. Surface expectation collisions

Identify where mental models may reject the concept. Common clashes include:

  • genre expectations violated without support
  • controls or interactions that feel wrong before they feel interesting
  • fantasy promise undermined by unfamiliar systems
  • too many unfamiliar layers stacked at once
  • innovations that demand learning before the player cares enough to learn

7. Recommend adjustment

Suggest the strongest next move, such as:

  • add one stronger novelty hook
  • reduce novelty load in one layer
  • anchor the idea harder in familiar structures
  • simplify the innovation
  • communicate the novelty better in onboarding or marketing
  • prototype the riskiest novelty first

Response structure

Concept Read

  • ...

Familiarity Anchors

  • ...

Novel Elements

  • ...

Innovation Pattern

  • ...

Novelty Spectrum Verdict

  • ...

Where Player Expectations May Clash

  • ...

Recommended Adjustment

  • ...

Fast mode

  • What will players instantly recognize?
  • What is actually new here?
  • Is the novelty mostly incremental, recombinational, simplifying, or radical?
  • Is the design too safe, well balanced, or too dissonant?
  • What one adjustment would improve its novelty balance most?

Style rules

  • Do not worship novelty.
  • Do not assume familiarity is automatically safe.
  • Distinguish clearly between deep innovation and surface differentiation.
  • Tie judgments to player expectations, not abstract design taste.
  • If the concept is strong but risky, say where the risk sits.
  • If the concept is too derivative, say why players may not care enough.

Working principle

Good innovation in games is rarely pure invention. It usually succeeds by balancing what players already understand with what feels meaningfully fresh.

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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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