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game-design-player-values-mapper游戏设计玩家价值观映射器

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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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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

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请帮我安装这个 Agent Skill:game-design-player-values-mapper(游戏设计玩家价值观映射器)
来源仓库:https://github.com/stanestane/game-design-player-values-mapper
安装命令:
openclaw skills install game-design-player-values-mapper
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简介

从玩家行为推断价值观与动机,转化为设计含义。

  • 适用于个性化系统、奖励机制或情感化设计开发。
  • 输出潜在价值取向与设计映射关系。
  • 结果为假设性分析,需通过测试验证有效性。
  • game-design-player-values-mapper 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

name
game-design-player-values-mapper
description
Infer a player's underlying values and motivational priorities from behavior, then translate those into design implications. Use when designing personalization, segmentation, dynamic guidance, live-ops targeting, adaptive missions, re-engagement strategies, or feature prioritization; when behavior suggests that what players actually care about differs from what the design assumes; or when a team needs a behavior-first player profile rather than a demographic or archetype-only model.

Game Design Player Values Mapper

Map observed player behavior to likely underlying value priorities, then use that map to infer what kinds of goals, rewards, content, or framing are most likely to resonate.

Use this skill when the team needs to understand not just what players do, but what those choices imply about what they care about.

Core principle

Behavior is not random. It is preference made visible.

Players reveal their values through repetition, avoidance, investment, and attention. The goal is not to assign a rigid personality label, but to infer the motivational structure most likely driving current behavior and use that to improve design alignment.

What to produce

Generate:

  1. Observed behavior summary - what the player consistently does, ignores, and invests in
  2. Value map - likely dominant, secondary, and weak values
  3. Confidence notes - how strong or ambiguous each inference is
  4. Tensions or contradictions - where behavior suggests mixed motives or blocked values
  5. Design implications - what systems, content, messaging, goals, or monetization surfaces are likely aligned or misaligned
  6. Segment hypothesis - what kind of player pattern this most resembles in practical design terms
  7. Recommendations - what to emphasize, reframe, personalize, or stop pushing

Value framework

Map behavior to these value dimensions:

  • Efficiency / Optimization
  • Progression / Growth
  • Aesthetics / Expression
  • Collection / Completion
  • Social Recognition / Status
  • Experimentation / Discovery
  • Narrative / Meaning

You may add a clearly justified extra value if the case demands it, but do not bloat the framework casually.

Process

1. Gather behavior signals

List concrete observed behaviors.

Possible sources:

  • build patterns
  • resource spending
  • session frequency and duration
  • event participation
  • feature engagement
  • purchase behavior
  • social behavior
  • what the player returns to repeatedly
  • what the player ignores despite obvious rewards

Write:

  • Repeated behaviors
  • Avoided behaviors
  • Investment patterns

2. Map behaviors to likely value signals

Translate behavior into value hypotheses.

Examples:

  • min-maxing production chains -> Efficiency / Optimization
  • constant upgrading and rushing unlocks -> Progression / Growth
  • decorating, styling, curating loadouts -> Aesthetics / Expression
  • chasing every item or badge -> Collection / Completion
  • caring about ranks, cosmetics, visibility -> Social Recognition / Status
  • trying odd builds or niche tools -> Experimentation / Discovery
  • following lore, theme, faction identity, story arcs -> Narrative / Meaning

Important: many behaviors can map to more than one value. Do not overclaim certainty.

3. Weight the value profile

Do not force fake precision. The goal is a useful profile, not pseudo-scientific certainty.

Assign rough weight levels such as:

  • High
  • Medium
  • Low

Or if needed:

  • Dominant
  • Secondary
  • Weak
  • Absent

Also note confidence:

  • high confidence
  • medium confidence
  • low confidence

Use this format:

ValueWeightConfidenceEvidence
............

4. Detect tensions and blocked values

Look for contradictions.

Examples:

  • optimization-driven player engaging with decoration only because progression forces it
  • status-seeking player avoiding competition because the failure cost feels humiliating
  • progression-oriented player not spending because they distrust the offer structure
  • discovery-oriented player repeating safe loops because experimentation is too punished

Ask:

  • is this a real mixed-value profile?
  • or is one value being blocked by system design?

5. Infer likely design alignment

Answer:

  • what currently motivates this player most?
  • what kinds of content or objectives will likely land well?
  • what incentives are probably weak for this player?
  • where is the game asking for a value the player does not strongly hold?
  • what part of the experience is likely causing silent disengagement?
  • what messaging, reward framing, or mission framing is most likely to resonate?

6. Form a practical segment hypothesis

Translate the value map into a practical design-facing player pattern.

Examples:

  • efficiency-first optimizer
  • completionist collector with moderate status drive
  • expressive builder with weak progression urgency
  • growth-focused grinder with low experimentation tolerance
  • discovery-oriented tinkerer blocked by punishment

This is not meant to replace deeper persona work. It is a compact operational summary that helps teams act.

7. Recommend design actions

Translate the value map into actions such as:

  • personalize mission framing
  • surface a different kind of goal
  • target events/offers more intelligently
  • reduce pressure toward misaligned systems
  • give better tools to the dominant value type
  • redesign progression framing for the current segment
  • change how rewards are explained, not just what rewards are given
  • stop over-serving a secondary value while neglecting the dominant one

Response structure

Observed Behavior Summary

  • ...

Player Value Map

ValueWeightConfidenceEvidence
............

Dominant Values

  • ...

Secondary Values

  • ...

Tensions / Contradictions

  • ...

Segment Hypothesis

  • ...

Design Implications

  • ...

Recommendations

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

Fast mode

Use this quick pass when speed matters:

  • what does the player repeatedly choose?
  • what do they ignore?
  • what does that imply they value?
  • what is the strongest mismatch between the player's values and the game's current asks?
  • what practical segment hypothesis best describes this player?
  • what should the design emphasize or stop emphasizing for this player?

Working principle

A player rarely says their values directly. They leak them constantly through what they pursue, what they skip, and what they are willing to suffer for.

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