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Model target players, motivations, emotions, pleasures, needs, flow, novelty, judgment, and interest curves.
Passed 18 of 22 test cases with the skill, and 11 of 22 without it.
and 6 more in the full report
7 fixed11 passed either way4 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 7 test cases the skill fixed. Same model, same prompt, with and without the skill.
I am designing a cooperative sci-fi survival game focused on base automation and resource scarcity. Before we start coding mechanics, I need a comprehensive player experience breakdown. Please define our target player persona based on player behavior and gaming context, outline the core emotional promise of the title, detail the motivational drivers across autonomy and mastery, chart out the interest curve from initial entry to long-term return sessions, and translate these design goals into explicit build guidelines for onboarding, pacing, and difficulty systems.
| Checked | Without skill | With skill |
|---|---|---|
| Includes section headers for Player Model, Experience Promise, Motivation Map, Interest Curve, and Build Implications. | Passed | Passed |
| Contains explicit coverage of player anxieties within the player model section. | Missed | Passed |
| Details relatedness, novelty, expression, and reward drivers within the motivation map section. | Missed | Passed |
The instructions your model reads when the skill loads.
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.mdtest cases passed, vs 11 / 22 without
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