$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-leaderboard-auditAudit an existing leaderboard or competitive ranking system in a game for stagnation risk, scale problems, goal density, motivation quality, reward bracket design, group composition fairness, and top-of-ladder sustainability. Use when evaluating a leaderboard that feels flat, unf
| 1 | # Game Design Leaderboard Audit |
| 2 | |
| 3 | Audit a leaderboard or competitive ranking system as a metagame feature — not just as a list, but as a system that generates goals, competition, and emotional investment for the majority of players. |
| 4 | |
| 5 | Use this skill to evaluate whether a leaderboard is actually doing its job. A leaderboard that only matters to the top 10 players has failed. The audit focuses on seven dimensions: stagnation, scale, goal density, motivation, reward brackets, group composition, and the top-of-ladder problem. |
| 6 | |
| 7 | ## Core principle |
| 8 | |
| 9 | A leaderboard is the start of a metagame. Its quality is not measured by whether it ranks players — it is measured by whether it generates meaningful, emotionally resonant competition for the majority of the player base, from the player at the very top to the player sitting in the middle of a group of 100. |
| 10 | |
| 11 | ## What to produce |
| 12 | |
| 13 | Generate: |
| 14 | 1. **Audit target** — what is being reviewed and what context it sits in |
| 15 | 2. **Stagnation audit** — whether the leaderboard feels alive or frozen |
| 16 | 3. **Scale audit** — whether the numbers are human-meaningful |
| 17 | 4. **Goal density audit** — how many distinct goals the structure generates |
| 18 | 5. **Motivation audit** — the quality and balance of intrinsic vs. extrinsic motivation |
| 19 | 6. **Reward bracket audit** — coverage, fairness, and value calibration |
| 20 | 7. **Group composition audit** — fairness and competitive integrity |
| 21 | 8. **Top-of-ladder audit** — what happens when a player reaches the ceiling |
| 22 | 9. **Failure patterns** — named anti-patterns present in the design |
| 23 | 10. **Recommendations** — prioritized, specific, actionable |
| 24 | |
| 25 | ## Process |
| 26 | |
| 27 | ### 1. Define the audit target |
| 28 | |
| 29 | Clarify: |
| 30 | - What game, feature, or competitive system is being audited |
| 31 | - What the score or ranking metric is |
| 32 | - Whether this is a global list, a group-based system, or a league ladder |
| 33 | - What the competition round length is (if any) |
| 34 | - What rewards or consequences are attached to standings |
| 35 | - What stage the design is at: concept, in production, live |
| 36 | |
| 37 | If details are incomplete, note what is assumed and flag it. |
| 38 | |
| 39 | ### 2. Stagnation audit |
| 40 | |
| 41 | The most damaging leaderboard failure is invisibility — a board nobody checks because nothing ever moves. |
| 42 | |
| 43 | Ask: |
| 44 | - What is the score, and how frequently does it change? |
| 45 | - Can the score change meaningfully during a single play session? |
| 46 | - Does the score reset at any point, or is it purely cumulative? |
| 47 | - Could a player who starts today ever catch a veteran at the same skill level? |
| 48 | - How long would it take to move one position at the median rank? |
| 49 | |
| 50 | Look for: |
| 51 | - Lifetime-accumulated scores with no reset (permanent head-start advantage) |
| 52 | - Scores that change only once per day or slower |
| 53 | - Score granularity too coarse to show movement (e.g., everyone stuck at round numbers) |
| 54 | - No mechanism for new players to enter competitive positions |
| 55 | |
| 56 | Label the finding: |
| 57 | - **Healthy** — score changes multiple times per session; leaderboard visibly shifts |
| 58 | - **Borderline** — score changes daily; some movement is visible over a week |
| 59 | - **Stagnant** — score changes slowly or reflects lifetime play; board rarely shifts |
| 60 | - **Dead** — lifetime score, no reset, veterans permanently untouchable |
| 61 | |
| 62 | ### 3. Scale audit |
| 63 | |
| 64 | Ask: |
| 65 | - How many players are ranked in a single visible leaderboard? |
| 66 | - What position would a median-skill new player typically occupy? |
| 67 | - Are the position numbers emotionally meaningful? (Position 156,342 is not.) |
| 68 | - Does the leaderboard show the player's own position relative to others nearby? |
| 69 | - Is the competition scope global, regional, or grouped? |
| 70 | |
| 71 | Look for: |
| 72 | - Global leaderboards with tens of thousands of entries |
| 73 | - Position numbers too large to parse emotionally |
| 74 | - No visible neighborhood (the players just above and below the viewer) |
| 75 | - Leaderboard that only highlights top 10 while ignoring everyone else |
| 76 | |
| 77 | Evaluate: does the player feel like they are in a real, contestable race — or watching a scoreboard from a distance? |
| 78 | |
| 79 | ### 4. Goal density audit |
| 80 | |
| 81 | A well-designed leaderboard generates multiple simultaneous goals at different time scales. Evaluate whether this structure provides all three tiers: |
| 82 | |
| 83 | **Immediate goal** — overtake the player directly above me (next session) |
| 84 | **Short-term goal** — climb several places or reach the next reward bracket (this week) |
| 85 | **Medium-term goal** — earn promotion to the next league (this round) |
| 86 | **Long-term aspirational goal** — reach the top of the ladder (months) |
| 87 | |
| 88 | Ask: |
| 89 | - Does the structure create all four goal tiers naturally? |
| 90 | - Is the immediate goal always visible and achievable for |