game-design-theory
156
总安装量
156
周安装量
#1639
全站排名
安装命令
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill game-design-theory
Agent 安装分布
opencode
118
claude-code
114
gemini-cli
108
codex
104
github-copilot
88
antigravity
79
Skill 文档
Game Design Theory
The MDA Framework
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â MDA FRAMEWORK â
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â MECHANICS (Rules): â
â â Player actions, constraints, state changes â
â â Example: Jump has height limit, costs stamina â
â â â
â DYNAMICS (Behavior): â
â â Emergent gameplay from mechanic interactions â
â â Example: Wall-jump combos, speedrun routes â
â â â
â AESTHETICS (Experience): â
â â Emotional responses: Fun, tension, achievement â
â â Example: Flow state, satisfaction, immersion â
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Core Game Loop
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â ENGAGEMENT LOOP â
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â 1. INPUT â Player takes action â
â 2. PROCESS â Game calculates results â
â 3. FEEDBACK â Immediate visual/audio response â
â 4. REWARD â Progress, points, unlocks â
â 5. REPEAT â Loop invites next iteration â
â â
â Loop Quality Criteria: â
â â Fast feedback (< 100ms) â
â â Clear causation â
â â Rewarding outcomes â
â â Compelling repetition â
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Flow Channel (Csikszentmihalyi)
Anxiety
â
Hard â ââââ
â ââââââ â FLOW CHANNEL
Skill â ââââââââ (Optimal Engagement)
Level âââââââââââââ
Easy âââââââââââââââ
ââââââââââââââââââââ
Low Challenge High
TARGET: Match challenge to player skill
Player Psychology
Bartle’s Player Types
| Type | Motivation | Design For |
|---|---|---|
| Achiever | Goals, progression | Achievements, levels |
| Explorer | Discovery, secrets | Hidden content, lore |
| Socializer | Community | Chat, guilds, co-op |
| Killer | Competition | PvP, leaderboards |
Motivation Drivers
SELF-DETERMINATION THEORY:
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â AUTONOMY: Choice and control over actions â
â COMPETENCE: Mastery and skill demonstration â
â RELATEDNESS: Connection to characters/community â
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Reward Systems
REWARD TYPES:
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â INTRINSIC (Internal): â
â ⢠Achievement satisfaction â
â ⢠Creative expression â
â ⢠Curiosity fulfillment â
â ⢠Skill mastery â
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â EXTRINSIC (External): â
â ⢠Points, scores â
â ⢠Unlocks, cosmetics â
â ⢠Leaderboard position â
â ⢠Currency rewards â
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REWARD SCHEDULING:
⢠Fixed Ratio: Every N actions (predictable)
⢠Variable Ratio: Random timing (engaging but ethical concerns)
⢠Fixed Interval: Every N seconds
⢠Milestone: At progression checkpoints
Balance Principles
| Aspect | Goal | Technique |
|---|---|---|
| Mechanical | All options viable | Counter-play, trade-offs |
| Economic | Meaningful scarcity | Sinks and faucets |
| Difficulty | Appropriate challenge | Dynamic scaling |
| Competitive | Fair play | Mirror balance, no dominance |
ð§ Troubleshooting
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â PROBLEM: Players find game boring â
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â ROOT CAUSES: â
â ⢠Challenge too easy (below flow channel) â
â ⢠No clear goals or progression â
â ⢠Feedback loop too slow â
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â SOLUTIONS: â
â â Increase challenge curve â
â â Add clear milestones and rewards â
â â Speed up core loop, add variety â
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â PROBLEM: Players frustrated / quitting â
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â ROOT CAUSES: â
â ⢠Difficulty spike (above flow channel) â
â ⢠Unclear mechanics or feedback â
â ⢠Unfair or random feeling deaths â
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â SOLUTIONS: â
â â Smooth difficulty curve â
â â Improve tutorial and feedback â
â â Make deaths feel fair and educational â
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â PROBLEM: Dominant strategy / no variety â
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â SOLUTIONS: â
â â Add counter-play to dominant options â
â â Buff underused alternatives â
â â Create situational advantages â
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Design Checklist
PRE-PRODUCTION:
â¡ Target audience defined
â¡ Core loop documented
â¡ Unique selling point clear
â¡ Reference games analyzed
PRODUCTION:
â¡ Mechanics serve aesthetics
â¡ Feedback loops verified
â¡ Balance spreadsheets maintained
â¡ Playtest schedule in place
POLISH:
â¡ First-time user experience tested
â¡ Difficulty curve validated
â¡ Reward timing optimized
â¡ Edge cases handled
Use this skill: When designing game systems, understanding player psychology, or balancing gameplay.