$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-attribution-auditAudit a game, feature, combat scenario, progression step, failure state, onboarding beat, or reward outcome through the lens of attribution theory: how players explain success and failure. Use when evaluating whether players will blame themselves, the system, luck, or hidden rule
| 1 | # Game Design Attribution Audit |
| 2 | |
| 3 | Audit a design by asking how players will explain what just happened. |
| 4 | |
| 5 | Use this skill to evaluate whether a success or failure is likely to be interpreted as deserved, learnable, and controllable, or as arbitrary, unfair, and outside the player's influence. Focus on player perception of causality, not designer intent or mechanical correctness. |
| 6 | |
| 7 | Read `references/family-conventions.md` when you want the shared style, prioritization, and diagnosis rules for this game-design skill family. |
| 8 | Read `references/output-patterns.md` when you want the preferred recommendation and minimal-fix structure. |
| 9 | |
| 10 | ## Core principle |
| 11 | |
| 12 | Players do not respond only to outcomes. They respond to the story they tell themselves about why the outcome happened. |
| 13 | |
| 14 | Healthy failure attribution usually feels: |
| 15 | - internal enough to preserve responsibility |
| 16 | - controllable enough to support improvement |
| 17 | - unstable enough to preserve hope |
| 18 | |
| 19 | Toxic failure attribution usually feels: |
| 20 | - external |
| 21 | - uncontrollable |
| 22 | - stable |
| 23 | |
| 24 | That combination produces reactions like "the game screwed me" or "this always happens and I can do nothing about it." |
| 25 | |
| 26 | ## Attribution lenses |
| 27 | |
| 28 | ### 1. Locus |
| 29 | Ask whether the player is likely to locate the cause internally or externally. |
| 30 | |
| 31 | - **Internal**: "I made the wrong choice" or "I misplayed" |
| 32 | - **External**: "the game cheated" or "the system decided against me" |
| 33 | |
| 34 | ### 2. Stability |
| 35 | Ask whether the player sees the cause as recurring or one-off. |
| 36 | |
| 37 | - **Stable**: "this is just how this game always works" |
| 38 | - **Unstable**: "that happened this time, but next run could go differently" |
| 39 | |
| 40 | ### 3. Controllability |
| 41 | Ask whether the player believes they can influence the outcome in future attempts. |
| 42 | |
| 43 | - **Controllable**: "I can improve this" |
| 44 | - **Uncontrollable**: "nothing I do matters" |
| 45 | |
| 46 | ## What to produce |
| 47 | |
| 48 | Generate: |
| 49 | 1. **Attribution profile** - likely player interpretation across locus, stability, and controllability |
| 50 | 2. **Perception summary** - what the player is likely to think happened |
| 51 | 3. **Fairness diagnosis** - whether the outcome feels deserved, understandable, and learnable |
| 52 | 4. **Risk assessment** - frustration, learned helplessness, toxicity, or churn risk |
| 53 | 5. **Design actions** - specific changes to improve attribution quality |
| 54 | |
| 55 | ## Process |
| 56 | |
| 57 | ### 1. Define the audit target |
| 58 | Clarify: |
| 59 | - what exact scenario, feature, or failure state is being audited |
| 60 | - what outcome triggered the audit |
| 61 | - who the relevant player is |
| 62 | |
| 63 | Write: |
| 64 | - **Audit target** |
| 65 | - **Outcome type** |
| 66 | - **Player context** |
| 67 | |
| 68 | ### 2. Reconstruct the event from the player's point of view |
| 69 | Map: |
| 70 | - what the player did |
| 71 | - what the system did |
| 72 | - what feedback the player received |
| 73 | - what information was visible versus hidden |
| 74 | |
| 75 | Ask: |
| 76 | - What action did the player believe they were taking? |
| 77 | - What result did they expect? |
| 78 | - What actually happened? |
| 79 | - What evidence did the game provide about cause and effect? |
| 80 | |
| 81 | ### 3. Classify the likely attribution profile |
| 82 | For the observed outcome, judge: |
| 83 | - **Locus** - internal, mixed, or external |
| 84 | - **Stability** - stable, mixed, or unstable |
| 85 | - **Controllability** - high, partial, or low |
| 86 | |
| 87 | Use this format: |
| 88 | |
| 89 | | Dimension | Likely player reading | Why | |
| 90 | |---|---|---| |
| 91 | | Locus | Internal / Mixed / External | ... | |
| 92 | | Stability | Stable / Mixed / Unstable | ... | |
| 93 | | Controllability | High / Partial / Low | ... | |
| 94 | |
| 95 | ### 4. Infer the likely player interpretation |
| 96 | Translate the attribution profile into player-facing language. |
| 97 | |
| 98 | Examples: |
| 99 | - "I got greedy and deserved that" |
| 100 | - "That was bad luck, but I could have mitigated it" |
| 101 | - "The game hid the rule and punished me" |
| 102 | - "This encounter is just broken" |
| 103 | |
| 104 | Prefer the exact sentence a frustrated player might actually say. |
| 105 | |
| 106 | ### 5. Diagnose why the attribution landed there |
| 107 | Look for root causes such as: |
| 108 | - hidden mechanics |
| 109 | - weak telegraphing |
| 110 | - delayed or ambiguous feedback |
| 111 | - inconsistent rules |
| 112 | - excessive randomness |
| 113 | - low agency or missing mitigation tools |
| 114 | - punishment that is too severe for the level of clarity provided |
| 115 | |
| 116 | ### 6. Check compounding risk patterns |
| 117 | Pay special attention to combinations like: |
| 118 | - low clarity + high punishment |
| 119 | - high randomness + low mitigation |
| 120 | - repeated failure + stable external attribution |
| 121 | - weak feedback + complex systems |
| 122 | - low control + high stakes |
| 123 | |
| 124 | These combinations tend to create helplessness, blame, and churn faster than any one issue alone. |
| 125 | |
| 126 | ### 7. Convert the diagnosis into design changes |
| 127 | For each issue, specify: |
| 128 | - **Problem** |
| 129 | - **Why players read it that way** |
| 130 | - **Suggested change** |
| 131 | - **Expected percep |