Install
openclaw skills install game-design-player-need-satisfaction-auditAudit a game, feature, live-ops system, onboarding flow, progression loop, social feature, monetization flow, or return loop for player need satisfaction using Self-Determination Theory and the PENS lens. Use when evaluating whether a design is actually fun beyond surface KPIs, diagnosing weak retention or shallow engagement, comparing variants, identifying where a system denies autonomy, competence, or relatedness, or understanding whether a game feels emotionally nourishing or quietly depleting.
openclaw skills install game-design-player-need-satisfaction-auditAudit a design by asking whether it satisfies core psychological needs rather than merely driving activity.
Use this skill to examine whether a game, feature, or live-ops system supports autonomy, competence, and relatedness, and where it may be denying those needs instead. Keep the analysis practical and design-facing. Treat fun as need satisfaction rather than as a vague entertainment label.
People do not play games only because they are interactive or rewarding. They play because games satisfy core psychological needs. A feature can have solid metrics, clean progression, and monetization hooks, yet still feel emotionally weak if it fails to satisfy these needs.
The need to feel like a causal agent of one's own actions.
In game terms: meaningful choice, ownership, self-directed action, strategic freedom, and perceived control.
The need to feel effective, capable, and progressively more skillful.
In game terms: clear goals, understandable feedback, mastery, successful execution, improvement, and meaningful progress.
The need to feel socially connected, embedded, recognized, compared, valued, or bonded with others.
In game terms: cooperation, rivalry, status visibility, shared progress, belonging, social ritual, and social meaning.
Use this supplementary lens when the design includes helping, gifting, nurturing, stewardship, caretaking, or contribution to others.
Generate an audit with these outputs:
Clarify exactly what is being audited.
Possible targets:
Write:
Describe what the design is supposed to make the player feel and do.
This step prevents theory from floating free of the actual experience.
Ask:
Write:
Ask whether the design helps the player feel like an active agent rather than a passenger.
Signs of autonomy satisfaction:
Signs of autonomy denial:
Ask:
Use this format:
| Autonomy Dimension | Evidence of Satisfaction | Evidence of Denial | Severity |
|---|
Ask whether the design helps the player feel effective, improving, and capable.
Signs of competence satisfaction:
Signs of competence denial:
Ask:
Use this format:
| Competence Dimension | Evidence of Satisfaction | Evidence of Denial | Severity |
|---|
Ask whether the design makes the player feel socially connected, situated, or recognized.
Signs of relatedness satisfaction:
Signs of relatedness denial:
Ask:
Use this format:
| Relatedness Dimension | Evidence of Satisfaction | Evidence of Denial | Severity |
|---|
Use this supplementary lens when the design lets players feel good by helping, nurturing, protecting, or contributing.
Relevant cases include:
Ask:
Summarize the overall shape of the experience.
Score each need from 1 to 5:
Use this format:
| Need | Score | Why |
|---|---|---|
| Autonomy | 1-5 | ... |
| Competence | 1-5 | ... |
| Relatedness | 1-5 | ... |
| Benevolence (optional) | 1-5 | ... |
Interpretation patterns:
Identify what is missing, what is overrepresented, and what failure shape is emerging.
Common failure shapes:
For each issue, specify:
Examples:
Use this format:
| Need | Problem | Suggested Change | Expected Effect |
|---|
Run this audit:
Do not treat this as a one-off theory exercise. It is most useful when repeatedly applied to major game systems.
Use this structure unless the user asks for something else:
Use this quick pass when speed matters:
This audit is especially useful for:
Common patterns to watch for:
A successful game does not merely retain players. It repeatedly satisfies core psychological needs.
Use this skill when a design is performing mechanically but you need to understand whether it is emotionally nourishing or quietly depleting.