Install
openclaw skills install game-design-granular-player-motivation-auditAudit a game, feature, progression system, social system, live-ops loop, monetization surface, or onboarding flow through a granular player motivation taxonomy. Use when evaluating which player motivation archetypes a design strongly serves, neglects, or actively repels; when comparing a concept against segments such as Steady Advancers, Curious Solvers, Competitive Achievers, Imaginative Creators, Strategic Leaders, Immersed Storywriters, Reward Seekers, Passionate Belongers, and Category Enthusiasts; when translating player research into practical design recommendations; or when you need a more nuanced alternative to a simple Bartle-style motivation read.
openclaw skills install game-design-granular-player-motivation-auditAudit a design by asking which granular motivation segments it serves, excludes, overloads, or misunderstands.
Use this skill to evaluate how a game, feature, flow, or system lands across a detailed player motivation taxonomy. Treat the archetypes as motivational lenses, not rigid human categories.
A feature does not need to serve every motivation profile equally.
The real question is whether the pattern is intentional, healthy, and appropriate for the feature's role in the product. A narrow feature can be good. An accidentally narrow feature, or one that pretends to be broad while serving only one motivation profile, usually creates confusion, coldness, or churn.
This taxonomy is especially useful because it gives you two layers at once:
Before auditing, read references/granular-taxonomy-notes.md.
That file contains the source-faithful motivation list, archetype definitions, distinct motivations, anti-motivations, and interpretation rules extracted from the document.
Use these 10 themes as the causal layer underneath the archetypes:
When auditing, ask both:
Audit across these nine archetypes:
Do not flatten these archetypes into generic player stereotypes.
Important distinctions from the source document:
Generate:
Clarify:
Write:
First map the design to the 10 themes.
Ask:
Use this format:
| Motivation Theme | Strength (Low/Med/High) | Evidence | Likely Effect |
|---|---|---|---|
| Personal Achievement | ... | ... | ... |
| In-Game Achievement | ... | ... | ... |
| Cognitive | ... | ... | ... |
| Emotional Immersion | ... | ... | ... |
| Creation + Exploration | ... | ... | ... |
| Affiliation | ... | ... | ... |
| Independence | ... | ... | ... |
| Status + Rank | ... | ... | ... |
| Leadership + Power | ... | ... | ... |
| Rewards | ... | ... | ... |
Use the source assumptions:
Ask:
Look for:
Use the source assumptions:
Ask:
Look for:
Use the source assumptions:
Ask:
Look for:
Use the source assumptions:
Ask:
Look for:
Use the source assumptions:
Ask:
Look for:
Use the source assumptions:
Ask:
Look for:
Use the source assumptions:
Ask:
Look for:
Use the source assumptions:
Ask:
Look for:
Treat this segment carefully.
This is not a clean motivation cluster like the others. The source note is effectively a warning label.
Ask:
Look for:
For each archetype, rate the design as:
Use this format:
| Archetype | Rating | Why | Likely Response |
|---|---|---|---|
| Steady Advancer | ... | ... | ... |
| Curious Solver | ... | ... | ... |
| Competitive Achiever | ... | ... | ... |
| Imaginative Creator | ... | ... | ... |
| Strategic Leader | ... | ... | ... |
| Immersed Storywriter | ... | ... | ... |
| Reward Seeker | ... | ... | ... |
| Passionate Belonger | ... | ... | ... |
| Category Enthusiast | ... | ... | ... |
Ask:
Common mismatch patterns:
For each major issue, specify:
Prioritize recommendations that:
A design should not be judged only by whether it motivates action.
Judge it by who it motivates, why it motivates them, which motivations it accidentally rejects, and whether that motivational profile fits the role the design is supposed to play.