Install
openclaw skills install @stanestane/game-design-player-persona-extractorExtract the ideal player persona and anti-persona for a game, feature, loop, or progression structure based on the design itself. Use when a team can describe mechanics but cannot clearly articulate who the design is truly for, which player motivations and tolerances it suits, which players it will alienate, or how audience fit should shape design decisions. Focus on behavioral and motivational personas first, and optionally add demographic or market-fit hypotheses when the user explicitly asks for that layer.
openclaw skills install @stanestane/game-design-player-persona-extractorExtract who a design is actually built for.
Use this skill when a team can describe systems, loops, and mechanics, but not the kind of player who will love them, tolerate them, or bounce off them. The job is not to invent a fake marketing avatar. The job is to infer the player profile implied by the design.
Focus on behavior, motivation, tolerance, learning style, and emotional appetite. Avoid demographic fluff unless the user explicitly asks for it.
Read references/family-conventions.md when you want the shared style, prioritization, and diagnosis rules for this game-design skill family.
Read references/output-patterns.md when you want the preferred recommendation and minimal-fix structure.
Read references/demographic-research-notes.md when the user explicitly wants demographic support, market validation, or publisher-facing audience framing.
A game becomes sharper when it serves a specific kind of player extremely well instead of vaguely trying to work for everyone.
A useful persona does three things:
If the resulting persona could fit almost any game, it is too weak to matter.
Generate:
Clarify:
Write:
Look at features such as:
Ask:
Common motivation buckets include:
State which motivations the design strongly serves and which it serves poorly.
Judge what the implied player can comfortably tolerate in terms of:
This often reveals the anti-persona more clearly than the positive persona does.
Clarify how the ideal player tends to behave:
Write this as behavior, not vague adjectives.
Ask:
State clearly who this is not for and why.
Avoid generic anti-personas like "people who do not like games." Instead name the specific mismatch:
For each important persona trait, specify:
Examples:
Use this step only if the user explicitly wants demographic data, audience hypotheses, or market-facing persona framing.
Keep the logic in this order:
Demographics should support the behavioral read, not drive it.
When asked for this layer:
Useful demographic dimensions may include:
Avoid garbage personas like:
If evidence is weak, say so directly.
Use web research mode when the user asks for demographic validation, audience evidence, market support, or current player data.
In web research mode:
Useful web-research questions:
When evidence is mixed, show the tension instead of pretending one clean answer exists.
Use title-comparison mode when the user asks for comp titles, adjacent audience fit, genre neighbors, or evidence from similar games.
In title-comparison mode:
For each comparison, prefer:
Use this mode when the user wants a concise audience summary for pitch decks, publishing conversations, strategy docs, or greenlight materials.
In market-audience summary mode:
A good market-audience summary should answer:
Use this structure unless the user asks for something else:
Use this quick pass when speed matters:
This extractor is especially useful for:
Common patterns to watch for:
A design always chooses its player, even when the team refuses to admit it.
Use this skill to make that choice visible and actionable.