$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-bartle-archetype-auditAudit a game, feature, event, progression system, social system, live-ops loop, or onboarding flow through the lens of Bartle player archetypes: Achievers, Explorers, Socializers, and Killers. Use when evaluating who a design motivates, who it neglects, whether a feature over-ser
| 1 | # Game Design Bartle Archetype Audit |
| 2 | |
| 3 | Audit a design by asking which Bartle-type players it serves, frustrates, excludes, or accidentally overfeeds. |
| 4 | |
| 5 | Use this skill to evaluate how a game or feature lands with four classic player archetype lenses: |
| 6 | - **Achievers** - driven by progress, status, optimization, completion, and measurable advancement |
| 7 | - **Explorers** - driven by discovery, experimentation, hidden depth, and systemic curiosity |
| 8 | - **Socializers** - driven by connection, expression, cooperation, recognition, and shared play |
| 9 | - **Killers** - driven by domination, disruption, competition, advantage, and impact over others |
| 10 | |
| 11 | Treat these as motivational lenses, not rigid personality boxes. |
| 12 | |
| 13 | ## Core principle |
| 14 | |
| 15 | A feature rarely serves all player archetypes equally. |
| 16 | |
| 17 | That is not automatically a problem. The real question is whether the imbalance is intentional, healthy, and compatible with the broader game. A design can succeed by strongly serving one archetype, but it can also fail by unintentionally alienating others or by overfeeding one motivational pattern until it distorts the whole experience. |
| 18 | |
| 19 | ## What to produce |
| 20 | |
| 21 | Generate: |
| 22 | 1. **Audit target** - what is being reviewed and what it is supposed to do |
| 23 | 2. **Archetype-by-archetype reading** - how each Bartle lens experiences the design |
| 24 | 3. **Motivational profile** - which archetypes are strongly served, weakly served, or actively harmed |
| 25 | 4. **Imbalance diagnosis** - where the design overcommits, neglects, or creates unhealthy tension |
| 26 | 5. **Recommendations** - what to strengthen, soften, separate, or clarify |
| 27 | |
| 28 | ## Process |
| 29 | |
| 30 | ### 1. Define the audit target |
| 31 | Clarify: |
| 32 | - what is being audited |
| 33 | - what the feature or system is supposed to achieve |
| 34 | - what player segment it seems primarily aimed at |
| 35 | - whether it is core, optional, early-game, mid-game, endgame, or event-based |
| 36 | |
| 37 | ### 2. Audit for Achievers |
| 38 | Ask: |
| 39 | - Does this provide clear goals, progress, ranks, milestones, or measurable completion? |
| 40 | - Is advancement legible and satisfying? |
| 41 | - Are there optimization hooks or mastery ladders? |
| 42 | - Does the system reward effort and planning in a visible way? |
| 43 | - Does it create grind without meaningful payoff? |
| 44 | |
| 45 | Look for: |
| 46 | - progression clarity |
| 47 | - completion pressure |
| 48 | - reward cadence |
| 49 | - rank/status markers |
| 50 | - optimization opportunities |
| 51 | - scoreboard or collection incentives |
| 52 | |
| 53 | ### 3. Audit for Explorers |
| 54 | Ask: |
| 55 | - Does this create opportunities for discovery, experimentation, hidden depth, or surprising interactions? |
| 56 | - Is there anything to uncover, test, or learn beyond the obvious path? |
| 57 | - Does the feature reward curiosity, or punish deviation from the intended route? |
| 58 | - Is the system too solved, too explicit, or too shallow to explore? |
| 59 | |
| 60 | Look for: |
| 61 | - secrets or hidden layers |
| 62 | - systemic depth |
| 63 | - expressive experimentation |
| 64 | - optional discovery |
| 65 | - mystery and possibility |
| 66 | - non-obvious interactions |
| 67 | |
| 68 | ### 4. Audit for Socializers |
| 69 | Ask: |
| 70 | - Does this support cooperation, expression, social recognition, gifting, helping, belonging, or conversation? |
| 71 | - Are there reasons to share, show, support, or coordinate? |
| 72 | - Does it create social presence or only social metrics? |
| 73 | - Does the system feel socially alive or socially sterile? |
| 74 | |
| 75 | Look for: |
| 76 | - communication value |
| 77 | - collaboration loops |
| 78 | - group identity |
| 79 | - mutual dependency |
| 80 | - recognition and expression |
| 81 | - emotionally meaningful social rituals |
| 82 | |
| 83 | ### 5. Audit for Killers |
| 84 | Ask: |
| 85 | - Does this allow players to dominate, disrupt, outplay, pressure, or visibly outperform others? |
| 86 | - Is there direct or indirect competition? |
| 87 | - Does the system create status through relative power? |
| 88 | - Is competitive energy healthy here, or does it poison the experience? |
| 89 | - Could killer-facing incentives distort the feature for everyone else? |
| 90 | |
| 91 | Look for: |
| 92 | - PvP or rivalry energy |
| 93 | - visible advantage |
| 94 | - denial or disruption power |
| 95 | - dominance loops |
| 96 | - competitive prestige |
| 97 | - asymmetric leverage over others |
| 98 | |
| 99 | ### 6. Build the archetype profile |
| 100 | For each archetype, rate the design as: |
| 101 | - **Strongly served** |
| 102 | - **Moderately served** |
| 103 | - **Weakly served** |
| 104 | - **Actively frustrated** |
| 105 | |
| 106 | Use this format: |
| 107 | |
| 108 | | Archetype | Rating | Why | Likely Response | |
| 109 | |---|---|---|---| |
| 110 | | Achievers | ... | ... | ... | |
| 111 | | Explorers | ... | ... | ... | |
| 112 | | Socializers | ... | ... | ... | |
| 113 | | Killers | ... | ... | ... | |
| 114 | |
| 115 | ### 7. Diagnose imbalance and cross-archetype friction |
| 116 | Ask: |
| 117 | - Is the feature clearly built for one archetype while pretending to serve all? |
| 118 | - Does one archetype's reward structure damage another's experience? |
| 119 | - Is the design too narrow f |