$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-player-need-satisfaction-auditAudit a game, feature, live-ops system, onboarding flow, progression loop, social feature, monetization flow, or return loop for player need satisfaction using Self-Determination Theory and the PENS lens. Use when evaluating whether a design is actually fun beyond surface KPIs, d
| 1 | # Game Design Player Need Satisfaction Audit |
| 2 | |
| 3 | Audit a design by asking whether it satisfies core psychological needs rather than merely driving activity. |
| 4 | |
| 5 | Use this skill to examine whether a game, feature, or live-ops system supports autonomy, competence, and relatedness, and where it may be denying those needs instead. Keep the analysis practical and design-facing. Treat fun as need satisfaction rather than as a vague entertainment label. |
| 6 | |
| 7 | ## Core principle |
| 8 | |
| 9 | People do not play games only because they are interactive or rewarding. They play because games satisfy core psychological needs. A feature can have solid metrics, clean progression, and monetization hooks, yet still feel emotionally weak if it fails to satisfy these needs. |
| 10 | |
| 11 | ## Need lenses |
| 12 | |
| 13 | ### 1. Autonomy |
| 14 | The need to feel like a causal agent of one's own actions. |
| 15 | |
| 16 | In game terms: meaningful choice, ownership, self-directed action, strategic freedom, and perceived control. |
| 17 | |
| 18 | ### 2. Competence |
| 19 | The need to feel effective, capable, and progressively more skillful. |
| 20 | |
| 21 | In game terms: clear goals, understandable feedback, mastery, successful execution, improvement, and meaningful progress. |
| 22 | |
| 23 | ### 3. Relatedness |
| 24 | The need to feel socially connected, embedded, recognized, compared, valued, or bonded with others. |
| 25 | |
| 26 | In game terms: cooperation, rivalry, status visibility, shared progress, belonging, social ritual, and social meaning. |
| 27 | |
| 28 | ### 4. Benevolence (optional) |
| 29 | Use this supplementary lens when the design includes helping, gifting, nurturing, stewardship, caretaking, or contribution to others. |
| 30 | |
| 31 | ## What to produce |
| 32 | |
| 33 | Generate an audit with these outputs: |
| 34 | |
| 35 | 1. **Need satisfaction profile** - how strongly the design satisfies autonomy, competence, and relatedness |
| 36 | 2. **Need denial profile** - where the design frustrates or blocks those needs |
| 37 | 3. **Mechanism map** - which systems create or reduce satisfaction |
| 38 | 4. **Risk diagnosis** - where the design is emotionally hollow, coercive, or overly one-dimensional |
| 39 | 5. **Improvement recommendations** - targeted design changes to improve need satisfaction |
| 40 | |
| 41 | ## Process |
| 42 | |
| 43 | ### 1. Define the audit target |
| 44 | |
| 45 | Clarify exactly what is being audited. |
| 46 | |
| 47 | Possible targets: |
| 48 | - full game |
| 49 | - core loop |
| 50 | - new feature |
| 51 | - onboarding |
| 52 | - event structure |
| 53 | - social system |
| 54 | - monetization flow |
| 55 | - return loop |
| 56 | - session opener |
| 57 | |
| 58 | Write: |
| 59 | - **Audit target** |
| 60 | - **Player context** |
| 61 | - **Why this audit matters** |
| 62 | |
| 63 | ### 2. Map intended player experience |
| 64 | |
| 65 | Describe what the design is supposed to make the player feel and do. |
| 66 | |
| 67 | This step prevents theory from floating free of the actual experience. |
| 68 | |
| 69 | Ask: |
| 70 | - What is the intended player fantasy? |
| 71 | - What actions define the loop? |
| 72 | - What are players choosing? |
| 73 | - What are they trying to master? |
| 74 | - Where are they encountering other people, directly or indirectly? |
| 75 | - What does success look like from the player's perspective? |
| 76 | |
| 77 | Write: |
| 78 | - **Intended player experience** |
| 79 | - **Core actions** |
| 80 | - **Sources of progress** |
| 81 | - **Sources of social meaning** |
| 82 | |
| 83 | ### 3. Audit autonomy |
| 84 | |
| 85 | Ask whether the design helps the player feel like an active agent rather than a passenger. |
| 86 | |
| 87 | Signs of autonomy satisfaction: |
| 88 | - meaningful choices, not fake choices |
| 89 | - multiple valid paths or priorities |
| 90 | - flexible pacing or self-directed goals |
| 91 | - player expression of preference or playstyle |
| 92 | - guidance that supports choice rather than replacing it |
| 93 | - actions that feel intentional and consequential |
| 94 | - constraints that are understandable rather than arbitrary |
| 95 | |
| 96 | Signs of autonomy denial: |
| 97 | - overly forced funnels |
| 98 | - constant interruption or coercion |
| 99 | - fake choice with one obviously correct option |
| 100 | - rigid pacing with little ownership |
| 101 | - recommendation systems that feel bossy |
| 102 | - decisions that do not materially matter |
| 103 | - excessive timers or blockers with no agency-preserving response |
| 104 | |
| 105 | Ask: |
| 106 | - What meaningful choices does the player make? |
| 107 | - Can the player set their own short-term priorities? |
| 108 | - Does guidance preserve agency or replace it? |
| 109 | - Are there multiple viable ways to progress? |
| 110 | - Does the player feel ownership over success? |
| 111 | - Where does the system make the player feel trapped, railroaded, or manipulated? |
| 112 | |
| 113 | Use this format: |
| 114 | |
| 115 | | Autonomy Dimension | Evidence of Satisfaction | Evidence of Denial | Severity | |
| 116 | |---|---|---|---| |
| 117 | |
| 118 | ### 4. Audit competence |
| 119 | |
| 120 | Ask whether the design helps the player feel effective, improving, and capable. |
| 121 | |
| 122 | Signs of competence satisfaction: |
| 123 | - clear goals and immediate feedback |
| 124 | - understandable cause and effect |
| 125 | - actions produce v |