$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-big-five-personality-auditAudit a game, feature, progression system, social system, live-ops loop, onboarding flow, monetization surface, or multiplayer space through the lens of the Big Five personality traits (OCEAN): Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism. Use when ev
| 1 | # Game Design Big Five Personality Audit |
| 2 | |
| 3 | Audit a design by asking which OCEAN trait expressions it feels comfortable for, rewards, strains, or quietly repels. |
| 4 | |
| 5 | Use this skill to evaluate how a game, feature, flow, or system fits different **personality-style preferences** using the Big Five: **Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism**. |
| 6 | |
| 7 | Treat these as **fit lenses**, not diagnostic labels. |
| 8 | |
| 9 | ## Core principle |
| 10 | |
| 11 | This is not about pretending a game can be reverse-engineered into a clinical personality test. |
| 12 | |
| 13 | The useful question is simpler: |
| 14 | - what kind of novelty appetite does this design reward? |
| 15 | - what kind of structure tolerance does it demand? |
| 16 | - what level of social intensity does it assume? |
| 17 | - how cooperative or adversarial does it feel? |
| 18 | - how emotionally rough, stressful, or safe is it? |
| 19 | |
| 20 | Those questions map surprisingly well onto OCEAN-style differences. |
| 21 | |
| 22 | ## Start with the reference notes |
| 23 | |
| 24 | Before auditing, read `references/big-five-notes.md`. |
| 25 | |
| 26 | That file contains the trait summaries, game-design interpretation rules, and anti-pattern warnings for using OCEAN responsibly. |
| 27 | |
| 28 | ## What to produce |
| 29 | |
| 30 | Generate: |
| 31 | 1. **Audit target** - what is being reviewed and what it is supposed to do |
| 32 | 2. **Trait-fit readout** - how the design lands for each Big Five trait dimension |
| 33 | 3. **Comfort and strain profile** - who is likely to feel naturally at home versus overloaded or alienated |
| 34 | 4. **Cross-trait tensions** - where serving one trait expression harms another |
| 35 | 5. **Design implications** - what the design is really asking players to tolerate or enjoy |
| 36 | 6. **Recommendations** - what to strengthen, soften, separate, or clarify |
| 37 | |
| 38 | ## Process |
| 39 | |
| 40 | ### 1. Define the audit target |
| 41 | Clarify: |
| 42 | - what is being audited |
| 43 | - what role it plays in the product |
| 44 | - whether it is core, optional, onboarding, progression, monetization, social, competitive, or endgame |
| 45 | - whether the design needs broad accessibility or can be narrow and demanding |
| 46 | |
| 47 | Write: |
| 48 | - **Design being audited** |
| 49 | - **Intended job** |
| 50 | - **Scope** |
| 51 | - **Breadth requirement** |
| 52 | |
| 53 | ### 2. Audit for Openness |
| 54 | Treat this as the novelty, curiosity, ambiguity, and imagination lens. |
| 55 | |
| 56 | Ask: |
| 57 | - Does the design reward curiosity, experimentation, or unusual combinations? |
| 58 | - Is there room for self-expression, aesthetic appreciation, or discovery? |
| 59 | - Does it support multiple paths, interpretations, or play styles? |
| 60 | - Does it punish deviation from the obvious route? |
| 61 | - Is novelty meaningful, or just noisy and confusing? |
| 62 | |
| 63 | Look for: |
| 64 | - discovery |
| 65 | - emergent interactions |
| 66 | - expressive customization |
| 67 | - aesthetic richness |
| 68 | - non-obvious strategies |
| 69 | - mystery and experimentation |
| 70 | |
| 71 | Interpretation: |
| 72 | - **High-openness fit** usually means the design feels rich, curious, and rewarding to explore |
| 73 | - **Lower-openness fit** usually means the design is more familiar, explicit, stable, and convention-friendly |
| 74 | |
| 75 | ### 3. Audit for Conscientiousness |
| 76 | Treat this as the structure, planning, discipline, and completion lens. |
| 77 | |
| 78 | Ask: |
| 79 | - Does the design reward planning, consistency, optimization, and order? |
| 80 | - Are goals, tasks, and systems legible enough to support disciplined play? |
| 81 | - Does the design create satisfying structure or oppressive maintenance burden? |
| 82 | - Are checklists and routines rewarding or exhausting? |
| 83 | - How much does the experience punish inconsistency or sloppy play? |
| 84 | |
| 85 | Look for: |
| 86 | - routine loops |
| 87 | - optimization pressure |
| 88 | - collection/completion structures |
| 89 | - schedules and timers |
| 90 | - ordered progression |
| 91 | - maintenance burden |
| 92 | |
| 93 | Interpretation: |
| 94 | - **High-conscientiousness fit** often means the design rewards planning and follow-through |
| 95 | - **Lower-conscientiousness fit** often means the design is more improvisational, loose, forgiving, or anti-obligation |
| 96 | |
| 97 | ### 4. Audit for Extraversion |
| 98 | Treat this as the social intensity, energy, visibility, and stimulation lens. |
| 99 | |
| 100 | Ask: |
| 101 | - Does the design come alive around other people? |
| 102 | - Does it reward visibility, talkativeness, presence, or leadership? |
| 103 | - Is there a lot of social energy, noise, or activity? |
| 104 | - Does it over-demand participation from players who would rather engage quietly or solo? |
| 105 | - Can introversion-style players engage meaningfully without feeling socially crowded? |
| 106 | |
| 107 | Look for: |
| 108 | - multiplayer dependence |
| 109 | - group rituals |
| 110 | - chat and voice usage |
| 111 | - social visibility |
| 112 | - team roles |
| 113 | - high-arousal action |
| 114 | |
| 115 | Interpretation: |
| 116 | - **High-extraversion |