Install
openclaw skills install game-design-big-five-personality-auditAudit a game, feature, progression system, social system, live-ops loop, onboarding flow, monetization surface, or multiplayer space through the lens of the Big Five personality traits (OCEAN): Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism. Use when evaluating which personality-style preferences a design feels comfortable for, which kinds of players it energizes or exhausts, how much structure, novelty, social intensity, conflict, or emotional pressure it creates, or when you need a personality-fit lens that is different from archetype or motivation-segment frameworks.
openclaw skills install game-design-big-five-personality-auditAudit a design by asking which OCEAN trait expressions it feels comfortable for, rewards, strains, or quietly repels.
Use this skill to evaluate how a game, feature, flow, or system fits different personality-style preferences using the Big Five: Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism.
Treat these as fit lenses, not diagnostic labels.
This is not about pretending a game can be reverse-engineered into a clinical personality test.
The useful question is simpler:
Those questions map surprisingly well onto OCEAN-style differences.
Before auditing, read references/big-five-notes.md.
That file contains the trait summaries, game-design interpretation rules, and anti-pattern warnings for using OCEAN responsibly.
Generate:
Clarify:
Write:
Treat this as the novelty, curiosity, ambiguity, and imagination lens.
Ask:
Look for:
Interpretation:
Treat this as the structure, planning, discipline, and completion lens.
Ask:
Look for:
Interpretation:
Treat this as the social intensity, energy, visibility, and stimulation lens.
Ask:
Look for:
Interpretation:
Treat this as the cooperation, trust, harmony, and interpersonal harshness lens.
Ask:
Look for:
Interpretation:
Treat this as the stress sensitivity, punishment tolerance, and emotional volatility lens.
Ask:
Look for:
Interpretation:
For each trait dimension, describe:
Use this format:
| Trait | High-expression fit | Low-expression fit | Main evidence | Main risk |
|---|---|---|---|---|
| Openness | ... | ... | ... | ... |
| Conscientiousness | ... | ... | ... | ... |
| Extraversion | ... | ... | ... | ... |
| Agreeableness | ... | ... | ... | ... |
| Neuroticism | ... | ... | ... | ... |
Look for cases where serving one trait expression harms another.
Common tensions:
Ask:
Translate findings into practical design language.
Examples:
For each major issue, specify:
Prefer recommendations that:
Some games fail not because they are bad, but because they quietly assume the wrong kind of person will enjoy their pressure, noise, ambiguity, or obligations.
Use OCEAN to make those assumptions visible.