$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-granular-player-motivation-auditAudit a game, feature, progression system, social system, live-ops loop, monetization surface, or onboarding flow through a granular player motivation taxonomy. Use when evaluating which player motivation archetypes a design strongly serves, neglects, or actively repels; when com
| 1 | # Game Design Granular Player Motivation Audit |
| 2 | |
| 3 | Audit a design by asking which granular motivation segments it serves, excludes, overloads, or misunderstands. |
| 4 | |
| 5 | Use this skill to evaluate how a game, feature, flow, or system lands across a detailed player motivation taxonomy. Treat the archetypes as **motivational lenses**, not rigid human categories. |
| 6 | |
| 7 | ## Core principle |
| 8 | |
| 9 | A feature does not need to serve every motivation profile equally. |
| 10 | |
| 11 | The real question is whether the pattern is **intentional, healthy, and appropriate** for the feature's role in the product. A narrow feature can be good. An accidentally narrow feature, or one that pretends to be broad while serving only one motivation profile, usually creates confusion, coldness, or churn. |
| 12 | |
| 13 | This taxonomy is especially useful because it gives you two layers at once: |
| 14 | - **motivation themes** explaining what psychological needs the design activates |
| 15 | - **archetypes** predicting who will respond well, who will feel indifferent, and who may be alienated |
| 16 | |
| 17 | ## Start with the source notes |
| 18 | |
| 19 | Before auditing, read `references/granular-taxonomy-notes.md`. |
| 20 | |
| 21 | That file contains the source-faithful motivation list, archetype definitions, distinct motivations, anti-motivations, and interpretation rules extracted from the document. |
| 22 | |
| 23 | ## Motivation themes in this taxonomy |
| 24 | |
| 25 | Use these 10 themes as the causal layer underneath the archetypes: |
| 26 | |
| 27 | 1. **Personal Achievement** |
| 28 | 2. **In-Game Achievement** |
| 29 | 3. **Cognitive** |
| 30 | 4. **Emotional Immersion** |
| 31 | 5. **Creation + Exploration** |
| 32 | 6. **Affiliation** |
| 33 | 7. **Independence** |
| 34 | 8. **Status + Rank** |
| 35 | 9. **Leadership + Power** |
| 36 | 10. **Rewards** |
| 37 | |
| 38 | When auditing, ask both: |
| 39 | - **Which archetypes does this design serve?** |
| 40 | - **Which underlying motivation themes are doing the work?** |
| 41 | |
| 42 | ## Archetypes |
| 43 | |
| 44 | Audit across these nine archetypes: |
| 45 | |
| 46 | - **Steady Advancer** - wants simple, legible progress and short-burst accomplishment |
| 47 | - **Curious Solver** - wants cognitive stimulation, learning, and mental sharpness |
| 48 | - **Competitive Achiever** - wants rank, skill proof, comparison, and bragging rights |
| 49 | - **Imaginative Creator** - wants expression, control, creation, nurturing, and freeform exploration |
| 50 | - **Strategic Leader** - wants smart play, leadership, team success, prestige, and mastery through coordination |
| 51 | - **Immersed Storywriter** - wants absorption, narrative meaning, emotional connection, and lived identity in a world |
| 52 | - **Reward Seeker** - wants prizes, payouts, currencies, bonuses, and tangible wins |
| 53 | - **Passionate Belonger** - wants friendship, fit, support, team identity, and social belonging |
| 54 | - **Category Enthusiast** - a residual segment defined more by attachment to a game category than by a strong cross-category motivation profile; treat with caution and do not overgeneralize from it |
| 55 | |
| 56 | ## Use the doc, not generic intuition |
| 57 | |
| 58 | Do not flatten these archetypes into generic player stereotypes. |
| 59 | |
| 60 | Important distinctions from the source document: |
| 61 | - **Competitive Achiever** is not the same as **Strategic Leader**. The former centers on earned superiority, rank, and bragging rights; the latter layers in leadership, tactical planning, teaching others, and team success. |
| 62 | - **Imaginative Creator** is not the same as **Immersed Storywriter**. The former seeks authorship, control, nurture, and expression; the latter seeks absorption, emotional connection, and living inside a meaningful world. |
| 63 | - **Passionate Belonger** is not just "Socializer." They are motivated less by abstract sociability and more by fitting in, support, being part of a team, and belonging to something bigger. |
| 64 | - **Reward Seeker** can produce misleading engagement signals. Frequent claiming and ritualized reward harvesting may indicate reward dependence more than broad emotional appeal. |
| 65 | - **Category Enthusiast** is explicitly a caution segment. The source note says you cannot reliably design for or market to them as a clean cross-category segment. |
| 66 | |
| 67 | ## What to produce |
| 68 | |
| 69 | Generate: |
| 70 | 1. **Audit target** - what is being reviewed and what it is supposed to do |
| 71 | 2. **Motivation-theme reading** - which of the 10 themes the design activates |
| 72 | 3. **Archetype-by-archetype reading** - how each player lens experiences the design |
| 73 | 4. **Segment profile** - which archetypes are strongly served, weakly served, or activ |