player-experience-modeling
Model target players, motivations, emotions, pleasures, needs, flow, novelty, judgment, and interest curves. Use when defining who a game is for, sh…
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技能内容
Player Experience Modeling
Use this skill to define the experience the game is trying to create before implementing systems. It gives an AI game-building agent a target for taste, pacing, onboarding, and progression decisions.
Source Traceability
Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapters 2, 9-11, and 16 on experience, players, pleasure, flow, motivation, novelty, judgment, and interest curves. The workflow is transformed and paraphrased.
Supporting source: Self-Determination Theory for autonomy, competence, and relatedness as durable motivation lenses.
Workflow
- Define the target player by behavior and context, not demographic shorthand.
- Identify the desired emotional and motivational promise.
- Map pleasures, needs, novelty, mastery, and social drivers.
- Shape the interest curve across first minute, first session, midpoint, climax, and return session.
- Translate experience goals into implementation constraints and telemetry.
Required Output
Player Model: target player, context, skills, anxieties, and motivations.Experience Promise: what the game should make the player feel and do.Motivation Map: autonomy, competence, relatedness, novelty, mastery, expression, and reward drivers.Interest Curve: beats, intensity, variety, and recovery.Build Implications: onboarding, feedback, difficulty, pacing, progression, and content priorities.
Local References
Before producing an experience model, read:
references/core/guide.mdworkflows/experience-brief.md
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plugins/LVTD-LLC/skills/skills/player-experience-modeling/SKILL.md