$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-player-values-mapperInfer a player's underlying values and motivational priorities from behavior, then translate those into design implications. Use when designing personalization, segmentation, dynamic guidance, live-ops targeting, adaptive missions, re-engagement strategies, or feature prioritizat
| 1 | # Game Design Player Values Mapper |
| 2 | |
| 3 | Map observed player behavior to likely underlying value priorities, then use that map to infer what kinds of goals, rewards, content, or framing are most likely to resonate. |
| 4 | |
| 5 | Use this skill when the team needs to understand not just what players do, but what those choices imply about what they care about. |
| 6 | |
| 7 | ## Core principle |
| 8 | |
| 9 | Behavior is not random. It is preference made visible. |
| 10 | |
| 11 | Players reveal their values through repetition, avoidance, investment, and attention. The goal is not to assign a rigid personality label, but to infer the motivational structure most likely driving current behavior and use that to improve design alignment. |
| 12 | |
| 13 | ## What to produce |
| 14 | |
| 15 | Generate: |
| 16 | 1. **Observed behavior summary** - what the player consistently does, ignores, and invests in |
| 17 | 2. **Value map** - likely dominant, secondary, and weak values |
| 18 | 3. **Confidence notes** - how strong or ambiguous each inference is |
| 19 | 4. **Tensions or contradictions** - where behavior suggests mixed motives or blocked values |
| 20 | 5. **Design implications** - what systems, content, messaging, goals, or monetization surfaces are likely aligned or misaligned |
| 21 | 6. **Segment hypothesis** - what kind of player pattern this most resembles in practical design terms |
| 22 | 7. **Recommendations** - what to emphasize, reframe, personalize, or stop pushing |
| 23 | |
| 24 | ## Value framework |
| 25 | |
| 26 | Map behavior to these value dimensions: |
| 27 | |
| 28 | - **Efficiency / Optimization** |
| 29 | - **Progression / Growth** |
| 30 | - **Aesthetics / Expression** |
| 31 | - **Collection / Completion** |
| 32 | - **Social Recognition / Status** |
| 33 | - **Experimentation / Discovery** |
| 34 | - **Narrative / Meaning** |
| 35 | |
| 36 | You may add a clearly justified extra value if the case demands it, but do not bloat the framework casually. |
| 37 | |
| 38 | ## Process |
| 39 | |
| 40 | ### 1. Gather behavior signals |
| 41 | |
| 42 | List concrete observed behaviors. |
| 43 | |
| 44 | Possible sources: |
| 45 | - build patterns |
| 46 | - resource spending |
| 47 | - session frequency and duration |
| 48 | - event participation |
| 49 | - feature engagement |
| 50 | - purchase behavior |
| 51 | - social behavior |
| 52 | - what the player returns to repeatedly |
| 53 | - what the player ignores despite obvious rewards |
| 54 | |
| 55 | Write: |
| 56 | - **Repeated behaviors** |
| 57 | - **Avoided behaviors** |
| 58 | - **Investment patterns** |
| 59 | |
| 60 | ### 2. Map behaviors to likely value signals |
| 61 | |
| 62 | Translate behavior into value hypotheses. |
| 63 | |
| 64 | Examples: |
| 65 | - min-maxing production chains -> Efficiency / Optimization |
| 66 | - constant upgrading and rushing unlocks -> Progression / Growth |
| 67 | - decorating, styling, curating loadouts -> Aesthetics / Expression |
| 68 | - chasing every item or badge -> Collection / Completion |
| 69 | - caring about ranks, cosmetics, visibility -> Social Recognition / Status |
| 70 | - trying odd builds or niche tools -> Experimentation / Discovery |
| 71 | - following lore, theme, faction identity, story arcs -> Narrative / Meaning |
| 72 | |
| 73 | Important: many behaviors can map to more than one value. Do not overclaim certainty. |
| 74 | |
| 75 | ### 3. Weight the value profile |
| 76 | |
| 77 | Do not force fake precision. The goal is a useful profile, not pseudo-scientific certainty. |
| 78 | |
| 79 | Assign rough weight levels such as: |
| 80 | - High |
| 81 | - Medium |
| 82 | - Low |
| 83 | |
| 84 | Or if needed: |
| 85 | - Dominant |
| 86 | - Secondary |
| 87 | - Weak |
| 88 | - Absent |
| 89 | |
| 90 | Also note confidence: |
| 91 | - high confidence |
| 92 | - medium confidence |
| 93 | - low confidence |
| 94 | |
| 95 | Use this format: |
| 96 | |
| 97 | | Value | Weight | Confidence | Evidence | |
| 98 | |---|---|---|---| |
| 99 | | ... | ... | ... | ... | |
| 100 | |
| 101 | ### 4. Detect tensions and blocked values |
| 102 | |
| 103 | Look for contradictions. |
| 104 | |
| 105 | Examples: |
| 106 | - optimization-driven player engaging with decoration only because progression forces it |
| 107 | - status-seeking player avoiding competition because the failure cost feels humiliating |
| 108 | - progression-oriented player not spending because they distrust the offer structure |
| 109 | - discovery-oriented player repeating safe loops because experimentation is too punished |
| 110 | |
| 111 | Ask: |
| 112 | - is this a real mixed-value profile? |
| 113 | - or is one value being blocked by system design? |
| 114 | |
| 115 | ### 5. Infer likely design alignment |
| 116 | |
| 117 | Answer: |
| 118 | - what currently motivates this player most? |
| 119 | - what kinds of content or objectives will likely land well? |
| 120 | - what incentives are probably weak for this player? |
| 121 | - where is the game asking for a value the player does not strongly hold? |
| 122 | - what part of the experience is likely causing silent disengagement? |
| 123 | - what messaging, reward framing, or mission framing is most likely to resonate? |
| 124 | |
| 125 | ### 6. Form a practical segment hypothesis |
| 126 | |
| 127 | Translate the value map into a practical design-facing player pattern. |
| 128 | |
| 129 | Examples: |
| 130 | - efficiency-first optimizer |
| 131 | - completionist collector with moderate status drive |
| 132 | - expressive builder with weak progression urgency |
| 133 | - growth-focu |