This skill should be used when the user asks about "player motivation", "player types", "engagement", "onboarding", "flow state", "frustration", "rewards", "player retention", "why players play", "player behavior", "fun", or needs to understand what makes games engaging.
/plugin marketplace add nethercore-systems/nethercore-ai-plugins/plugin install game-design@nethercore-ai-pluginsThis skill inherits all available tools. When active, it can use any tool Claude has access to.
references/engagement-patterns.mdreferences/motivation-types.mdreferences/onboarding-checklist.mdUnderstanding what motivates players and how to design for engagement without manipulation.
Understanding psychology helps design better games—not exploit players. Use these insights to:
| Type | Source | Examples | Durability |
|---|---|---|---|
| Intrinsic | Internal satisfaction | Mastery, curiosity, expression | Long-lasting |
| Extrinsic | External rewards | Points, achievements, unlocks | Fades over time |
Design priority: Build on intrinsic motivation. Use extrinsic as enhancement, not foundation.
| Type | Driven By | Design For |
|---|---|---|
| Achiever | Completion, mastery | Clear goals, 100% targets, rankings |
| Explorer | Discovery, understanding | Secrets, lore, hidden content |
| Socializer | Connection, community | Multiplayer, sharing, co-op |
| Competitor | Winning, comparison | Leaderboards, PvP, challenges |
Most players are combinations. Design for multiple types.
Anxiety (too hard)
│ ╱
Challenge│ ╱ ← FLOW
│ ╱
│╱
Boredom (too easy)
└────────→ Skill
Flow occurs when: Challenge ≈ Skill level
| Element | How to Provide |
|---|---|
| Clear goals | Obvious objectives, visible progress |
| Immediate feedback | Responsive controls, clear results |
| Challenge-skill balance | Dynamic difficulty, multiple paths |
| Concentration | Minimize interruptions, reduce UI clutter |
| Control | Player agency, predictable systems |
| Minute | Goal | Method |
|---|---|---|
| 0-1 | Hook interest | Dramatic opening, immediate action |
| 1-2 | Teach core | One mechanic, guided success |
| 2-3 | Provide agency | Let player experiment |
| 3-4 | Create goal | Show objective, create motivation |
| 4-5 | First reward | Early win, positive reinforcement |
| Schedule | Pattern | Effect |
|---|---|---|
| Fixed ratio | Every N actions | Predictable, can feel grindy |
| Variable ratio | Random chance | Engaging, risk of addiction |
| Fixed interval | Every N minutes | Creates return behavior |
| Variable interval | Random timing | Maintains attention |
Ethical note: Variable schedules are powerful. Use responsibly.
Small, frequent → Large, rare
│ │
Keeps momentum Creates goals
Mix both: small rewards maintain engagement, large rewards create milestones.
| Source | Solution |
|---|---|
| Unclear goal | Better communication, visible objectives |
| Unfair death | Clearer enemy tells, adjusted timing |
| Lost progress | Better checkpoints, auto-save |
| Stuck/blocked | Hints, alternative paths, difficulty options |
| Repetition | Reduce backtracking, skip options |
After 3 failures at the same point:
| Hook Type | Function | Example |
|---|---|---|
| Cliffhanger | Incomplete goal | "Almost reached the boss" |
| Investment | Progress at risk | "Carrying valuable loot" |
| Discovery | Unanswered question | "What's behind that door?" |
| Social | Multiplayer commitment | "Friends are online" |
What brings players back:
references/motivation-types.md — Detailed player type analysisreferences/onboarding-checklist.md — Tutorial design checklistreferences/engagement-patterns.md — Session and retention designcore-loop-design — Loop engagementgame-balance — Challenge tuningreplayability-engineering — Long-term engagementThis skill should be used when the user asks to "create a slash command", "add a command", "write a custom command", "define command arguments", "use command frontmatter", "organize commands", "create command with file references", "interactive command", "use AskUserQuestion in command", or needs guidance on slash command structure, YAML frontmatter fields, dynamic arguments, bash execution in commands, user interaction patterns, or command development best practices for Claude Code.
This skill should be used when the user asks to "create an agent", "add an agent", "write a subagent", "agent frontmatter", "when to use description", "agent examples", "agent tools", "agent colors", "autonomous agent", or needs guidance on agent structure, system prompts, triggering conditions, or agent development best practices for Claude Code plugins.
This skill should be used when the user asks to "create a hook", "add a PreToolUse/PostToolUse/Stop hook", "validate tool use", "implement prompt-based hooks", "use ${CLAUDE_PLUGIN_ROOT}", "set up event-driven automation", "block dangerous commands", or mentions hook events (PreToolUse, PostToolUse, Stop, SubagentStop, SessionStart, SessionEnd, UserPromptSubmit, PreCompact, Notification). Provides comprehensive guidance for creating and implementing Claude Code plugin hooks with focus on advanced prompt-based hooks API.