Token导航 LogoToken导航TokenDH.com
研究检索权限需确认clawhub未标认证来源可访问clear审计通过

game-design-prosocial-session-chapters游戏设计亲社会会议章节

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

1,648

周安装

68

GitHub Stars

公开资料未说明

下载量

539
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-prosocial-session-chapters(游戏设计亲社会会议章节)
来源仓库:https://github.com/stanestane/game-design-prosocial-session-chapters
安装命令:
openclaw skills install game-design-prosocial-session-chapters
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-prosocial-session-chapters

简介

设计三阶段亲社会多人游戏体验:设置、小循环与长尾。

  • 适用于会话制多人游戏或合作玩法的结构规划。
  • 提供章节模型框架与互动节奏建议。
  • 输出为设计模板,需根据具体游戏类型适配调整。
  • game-design-prosocial-session-chapters 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-prosocial-session-chapters
description
Design or audit prosocial experiences in session-based multiplayer games using a three-phase chapter model built around Setup, Little Loops, and Long Tail. Use when evaluating co-op games, team shooters, MOBAs, mission-based multiplayer, or other repeat-session formats; when planning how to prime trust before play, reinforce repeatable prosocial actions during play, and carry positive social momentum across sessions; or when a multiplayer game feels socially flat, hostile, forgettable, or unable to turn one good match into another.

Game Design Prosocial Session Chapters

Use this skill to structure prosocial multiplayer design across the arc of a session-based experience: before the action, inside the repeating social micro-loops, and after the session ends.

This skill is specifically for games where social experience happens in repeated sessions, matches, runs, or missions rather than primarily through one persistent social world.

Core principle

Prosociality should be designed as an arc, not a lucky accident.

A healthy session-based multiplayer game does not rely only on one nice feature or one moderation tool. It prepares players for prosocial behavior before the pressure starts, gives them repeated chances to do small useful social actions during play, and then preserves or extends that social value after the match.

The chapter model

Chapter 1: Setup

Set the stage before or around the start of play.

This phase includes:

  • matchmaking context
  • lobbies
  • loading screens
  • tutorials
  • expectation setting
  • early identity and trust cues
  • pre-session group assembly

The job of Setup is to make prosocial behavior feel plausible, legible, and normal before players are under stress.

Chapter 2: Little Loops

Create repeatable prosocial actions inside the core loop.

This phase includes the small repeated actions players do for one another during active play:

  • revive
  • heal
  • ping
  • cover
  • share
  • rescue
  • assist
  • coordinate
  • acknowledge
  • set up beneficial reciprocity

The job of Little Loops is to turn prosocial behavior into habit, not just aspiration.

Chapter 3: Long Tail

Make prosocial behavior meaningful beyond the session.

This phase includes:

  • commendations
  • acknowledgements
  • social memory
  • regrouping
  • reconnect surfaces
  • prosocial stats or recognition
  • social hubs after play
  • ways to continue with positive teammates

The job of the Long Tail is to stop good social moments from evaporating the instant the scoreboard disappears.

What to produce

Generate:

  1. Audit or design target - what game, mode, or session loop is being reviewed
  2. Chapter-by-chapter assessment - what currently exists in Setup, Little Loops, and Long Tail
  3. Prosocial arc diagnosis - whether the three chapters reinforce one another or feel disconnected
  4. Missed opportunities - where the design could better prime, repeat, or preserve prosocial behavior
  5. Priority interventions - what to add, change, or strengthen in each chapter
  6. Use-case judgment - whether this framework is a strong fit for the target or whether another lens would be more appropriate

Process

1. Confirm that the game fits the method

This method is strongest when:

  • play happens in bounded sessions, matches, rounds, or missions
  • players repeatedly team up with friends, acquaintances, or strangers
  • social experience depends on what happens around and inside a repeatable play loop

This method is weaker when:

  • the game is mainly a persistent sandbox or MMO social world
  • the primary problem is broad moderation governance rather than in-session prosocial design
  • the experience is mostly solitary or asynchronous

If it is a weak fit, say so and only use the framework selectively.

2. Define the prosocial goal

Clarify:

  • what kind of positive social behavior the design wants more of
  • whether the goal is trust, cooperation, warmth, sportsmanship, return play with others, or reduced hostility
  • what current social problem is most salient: hostility, social flatness, weak teamwork, weak reconnection, etc.

Write:

  • Target
  • Desired prosocial outcome
  • Current social problem

3. Audit Setup

Ask:

  • how does the game prime prosocial expectations before play begins?
  • are strangers humanized or made more legible?
  • are players encouraged to see teamwork as normal and beneficial?
  • do tutorials, lobbies, or loading surfaces support prosocial norms?
  • do group assembly tools help compatible people find each other or reform?
  • is there any thematic or narrative framing that supports helping behavior?

Setup warning signs:

  • pure mechanical onboarding with no social framing
  • strangers feel faceless and disposable
  • no expectation setting until after conflict starts
  • no trust scaffolding before high-pressure teamwork

4. Audit Little Loops

Ask:

  • what small repeatable prosocial actions happen during play?
  • are players prompted to help one another in ways that are low-friction and legible?
  • does the core loop reward beneficial reciprocity?
  • are there repeated moments where trust can grow?
  • are prosocial moments visible, memorable, and celebrated?
  • can lower-skill players still contribute usefully to others?

Little Loops warning signs:

  • teamwork is theoretically required but mechanically unsupported
  • players are punished for helping others
  • helping actions are too rare, too costly, or too invisible
  • the loop creates blame faster than trust

5. Audit Long Tail

Ask:

  • what happens to a good social moment after the match ends?
  • can players acknowledge or commend prosocial behavior?
  • can they reconnect easily with good teammates?
  • are prosocial actions tracked, remembered, or recognized?
  • does the post-session layer make positive social behavior matter over time?

Long Tail warning signs:

  • good teammate encounters vanish immediately
  • post-match tools only focus on performance, not social quality
  • players can report harm but not meaningfully acknowledge help
  • no bridge exists from one good session to the next

6. Diagnose the prosocial arc

Ask:

  • does Setup prepare players for the Little Loops?
  • do Little Loops generate moments worth carrying into the Long Tail?
  • does the Long Tail reinforce future Setup by making positive teammates easier to find again?
  • is the game telling one coherent prosocial story across all three chapters?

Common failure shapes:

  • good Setup, weak Little Loops
  • decent Little Loops, but no Long Tail memory
  • strong Long Tail rewards, but no in-match behavior actually earns them in satisfying ways
  • all three chapters exist, but they feel unrelated

7. Turn findings into interventions

For each chapter, specify:

  • Issue
  • Why it hurts prosociality
  • Suggested intervention
  • Expected effect

Typical interventions:

  • clearer expectation setting in lobby/load flow
  • pre-match signals of teammate trustworthiness or role clarity
  • more low-risk helping actions in the core loop
  • reciprocal mechanics that reward mutual aid
  • clearer celebration of team-positive moments
  • commendations, reconnection, or social-memory surfaces after play

Response structure

Target

  • ...

Framework Fit

  • ...

Setup Assessment

  • Strengths: ...
  • Gaps: ...

Little Loops Assessment

  • Strengths: ...
  • Gaps: ...

Long Tail Assessment

  • Strengths: ...
  • Gaps: ...

Prosocial Arc Diagnosis

  • ...

Priority Interventions

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

Use-Case Judgment

  • ...

Fast mode

Use this quick pass when speed matters:

  • what primes prosocial behavior before the match?
  • what repeatable helping loops exist inside the match?
  • what survives after the match?
  • where does the prosocial arc break?
  • what one intervention would most improve the chain from one good session to the next?

Working principle

A session-based multiplayer game becomes more socially healthy when it teaches prosociality before pressure, rehearses it in small repeatable actions during play, and gives it memory after play.

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

81.66%
按下载量换算440

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

权限需确认

当前来源未能明确判断权限范围,默认进入异常复核队列。

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