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Get Started Free →Model target players, motivations, emotions, pleasures, needs, flow, novelty, judgment, and interest curves. Use when defining who a game is for, shaping retention, diagnosing boredom or confusion, designing progression, or aligning gameplay with a desired emotional arc.
.claude/skills/hashgraph-online-player-experience-modeling/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | -17% | 0% |
| case-03 | ✗→✓ | ▲ Improved | 0% | 0% |
| case-04 | ✗→✓ | ▲ Improved | -18% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 13% | 0% |
| case-12 | ✗→✓ | ▲ Improved | -25% | 0% |
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.
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.
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.Before producing an experience model, read:
references/core/guide.mdworkflows/experience-brief.mdOther measured skills in the registry, with their headline benchmark lift.