game-design-theory

from pluginagentmarketplace/custom-plugin-game-developer

Game developer roadmap plugin with engine-specific patterns and optimization

3 stars0 forksUpdated Jan 5, 2026
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill game-design-theory

SKILL.md

Game Design Theory

The MDA Framework

┌─────────────────────────────────────────────────────────────┐
│                    MDA FRAMEWORK                             │
├─────────────────────────────────────────────────────────────┤
│  MECHANICS (Rules):                                          │
│  → Player actions, constraints, state changes               │
│  → Example: Jump has height limit, costs stamina            │
│                              ↓                               │
│  DYNAMICS (Behavior):                                        │
│  → Emergent gameplay from mechanic interactions             │
│  → Example: Wall-jump combos, speedrun routes               │
│                              ↓                               │
│  AESTHETICS (Experience):                                    │
│  → Emotional responses: Fun, tension, achievement           │
│  → Example: Flow state, satisfaction, immersion             │
└─────────────────────────────────────────────────────────────┘

Core Game Loop

┌─────────────────────────────────────────────────────────────┐
│                    ENGAGEMENT LOOP                           │
├─────────────────────────────────────────────────────────────┤
│  1. INPUT    → Player takes action                          │
│  2. PROCESS  → Game calculates results                      │
│  3. FEEDBACK → Immediate visual/audio response              │
│  4. REWARD   → Progress, points, unlocks                    │
│  5. REPEAT   → Loop invites next iteration                  │
│                                                              │
│  Loop Quality Criteria:                                      │
│  ✓ Fast feedback (< 100ms)                                  │
│  ✓ Clear causation                                          │
│  ✓ Rewarding outcomes                                       │
│  ✓ Compelling repetition                                    │
└─────────────────────────────────────────────────────────────┘

Flow Channel (Csikszentmihalyi)

     Anxiety
         ↑
  Hard   │     ████
         │   ██████   ← FLOW CHANNEL
Skill    │ ████████      (Optimal Engagement)
Level    │████████████
  Easy   │██████████████
         └──────────────────→
           Low    Challenge    High

TARGET: Match challenge to player skill

Player Psychology

Bartle's Player Types

TypeMotivationDesign For
AchieverGoals, progressionAchievements, levels
ExplorerDiscovery, secretsHidden content, lore
SocializerCommunityChat, guilds, co-op
KillerCompetitionPvP, leaderboards

Motivation Drivers

SELF-DETERMINATION THEORY:
┌─────────────────────────────────────────────────────────────┐
│  AUTONOMY:   Choice and control over actions               │
│  COMPETENCE: Mastery and skill demonstration               │
│  RELATEDNESS: Connection to characters/community           │
└─────────────────────────────────────────────────────────────┘

Reward Systems

REWARD TYPES:
┌─────────────────────────────────────────────────────────────┐
│  INTRINSIC (Internal):                                       │
│  • Achievement satisfaction                                 │
│  • Creative expression                                      │
│  • Curiosity fulfillment                                    │
│  • Skill mastery                                            │
├─────────────────────────────────────────────────────────────┤
│  EXTRINSIC (External):                                       │
│  • Points, scores                                           │
│  • Unlocks, cosmetics                                       │
│  • Leaderboard position                                     │
│  • Currency rewards                                         │
└─────────────────────────────────────────────────────────────┘

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

AspectGoalTechnique
MechanicalAll options viableCounter-play, trade-offs
EconomicMeaningful scarcitySinks and faucets
DifficultyAppropriate challengeDynamic scaling
CompetitiveFair playMirror balance, no dominance

🔧 Troubleshooting

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Players find game boring                           │
├─────────────────────────────────────────────────────────────┤
│ ROOT CAUSES:                                                 │
│ • Challenge too easy (below flow channel)                   │
│ • No clear goals or progression                             │
│ • Feedback loop too slow                                    │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:         

...
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