用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/fabioc-aloha/ChessCoach --skill game-design命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
正在显示 SKILL.md
基于 SOC 职业分类
| type | skill |
| lifecycle | stable |
| inheritance | inheritable |
| name | game-design |
| description | Game mechanics, level design, player psychology, systems balancing, and narrative design for game developers. |
| tier | extended |
| applyTo | **/*game*,**/*gameplay*,**/*level-design*,**/*player*,**/*npc*,**/*quest*,**/*gamedev* |
| currency | 2026-04-22T00:00:00.000Z |
Game mechanics, level design, player psychology, systems balancing, and narrative design for game developers.
A great game teaches you how to play it without telling you. Every mechanic, level layout, and narrative beat exists to create player agency — the feeling that choices matter and mastery is earned.
| Layer | Stands For | Perspective |
|---|---|---|
| Mechanics | Rules, systems, algorithms | Designer builds |
| Dynamics | Behaviors that emerge from mechanics | Player experiences |
| Aesthetics | Emotional responses | Player feels |
Design flows: Mechanics → Dynamics → Aesthetics Player experiences: Aesthetics ← Dynamics ← Mechanics
| Aesthetic | Description | Example Games |
|---|---|---|
| Sensation | Sensory pleasure | Journey, Flower |
| Fantasy | Make-believe, immersion | Skyrim, Mass Effect |
| Narrative | Story as drama | The Last of Us, Disco Elysium |
| Challenge | Obstacle course, mastery | Dark Souls, Celeste |
| Fellowship | Social framework | Among Us, MMOs |
| Discovery | Exploration, curiosity | Breath of the Wild, Outer Wilds |
| Expression | Self-discovery, creativity | Minecraft, Dreams |
| Submission | Pastime, zone-out | Stardew Valley, idle games |
The repeatable cycle that forms the foundation of gameplay:
Action → Reward → Progression → New Action
title: "Game Name"
genre: "Action RPG"
platform: ["PC", "Console"]
target_audience: "16-35, hardcore gamers"
core_loop:
action: "Combat encounter"
reward: "XP, loot drops"
progression: "Level up, unlock skills"
pillars:
- "Player agency in story outcomes"
- "Deep crafting system"
- "Challenging but fair combat"
aesthetics: ["Challenge", "Fantasy", "Discovery"]
| Loop Level | Timescale | Example (RPG) |
|---|---|---|
| Micro | Seconds | Combat: attack → dodge → counter |
| Core | Minutes | Quest: accept → explore → complete → reward |
| Meta | Hours | Character build: level up → unlock skills → tackle harder content |
| Macro | Days/Weeks | Seasonal events, guild wars, leaderboard resets |
| Technique | Purpose |
|---|---|
| Weenies (landmarks) | Draw player toward objectives (Disney's castle principle) |
| Breadcrumbs | Pickups/lights along intended path |
| Gating | Lock progression behind ability/key acquisition |
| Chokepoints | Funnel players through narrative beats |
| Vistas | Reward exploration with visual payoff |
| Theory | Components | Design Implication |
|---|---|---|
| Self-Determination | Autonomy, Competence, Relatedness | Player choice, skill growth, social features |
| Bartle Types | Achiever, Explorer, Socializer, Killer | Content for each player type |
| Operant Conditioning | Reinforcement schedules | Reward timing (variable ratio is most engaging) |
| Currency Type | Earnable By | Sinks |
|---|---|---|
| Soft currency | Normal gameplay | Common items, upgrades |
| Hard currency | Premium purchase or rare earn | Premium cosmetics, time skips |
| Energy | Time-gated regeneration | Play sessions (mobile) |
| Curve Type | Shape | Player Feeling |
|---|---|---|
| Linear | Constant rate | Predictable, can feel grindy |
| Exponential | Slow start, fast growth | Power fantasy, late-game trivialization |
| Logarithmic | Fast start, diminishing returns | Accessible, respects veteran time |
| S-Curve | Slow → fast → slow | Best of both worlds, natural pacing |
| Type | Structure | Player Agency |
|---|---|---|
| Main quest | Critical path, mandatory | Low (must complete) |
| Side quest | Optional, character-driven | Medium (player chooses when/whether) |
| Radiant/procedural | Auto-generated | Low (filler, use sparingly) |
| Branching | Player choices affect outcome | High (consequences matter) |
| Environmental | Discovered through exploration | High (player-driven discovery) |
| Pattern | Why It's Harmful |
|---|---|
| Loot boxes with opaque odds | Gambling mechanics, regulatory risk |
| Pay-to-win advantage | Destroys competitive integrity |
| Artificial scarcity pressure | FOMO manipulation |
| Energy paywalls | Punishes engagement |
| Targeting whales | Exploits vulnerable spending habits |