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Game Design Bartle Archetype Audit

Community
Stanestane
game-design-bartle-archetype-audit

Audit a game, feature, event, progression system, social system, live-ops loop, or onboarding flow through the lens of Bartle player archetypes: Achievers, Explorers, Socializers, and Killers. Use when evaluating who a design motivates, who it neglects, whether a feature over-serves one archetype at the expense of others, how a system will be perceived by different motivational player types, or why engagement is uneven across different player motivations.

Overview

PublisherStanestane
Repositorygame-design-skills-bundle
Skill namegame-design-bartle-archetype-audit
Stars
87
Forks
18
Bundled files
2
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by Stanestane on GitHub. Read the source before you install it.

Installation

Install the Game Design Bartle Archetype Audit AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-design-bartle-archetype-audit
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/Stanestane/game-design-skills-bundle.git /tmp/game-design-skills-bundle
mkdir -p .claude/skills
cp -r /tmp/game-design-skills-bundle/game-design-bartle-archetype-audit .claude/skills/game-design-bartle-archetype-audit
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Design Bartle Archetype Audit in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Design Bartle Archetype Audit on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Design Bartle Archetype Audit is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Game Design Bartle Archetype Audit

Audit a design by asking which Bartle-type players it serves, frustrates, excludes, or accidentally overfeeds.

Use this skill to evaluate how a game or feature lands with four classic player archetype lenses:

  • Achievers - driven by progress, status, optimization, completion, and measurable advancement
  • Explorers - driven by discovery, experimentation, hidden depth, and systemic curiosity
  • Socializers - driven by connection, expression, cooperation, recognition, and shared play
  • Killers - driven by domination, disruption, competition, advantage, and impact over others

Treat these as motivational lenses, not rigid personality boxes.

Core principle

A feature rarely serves all player archetypes equally.

That is not automatically a problem. The real question is whether the imbalance is intentional, healthy, and compatible with the broader game. A design can succeed by strongly serving one archetype, but it can also fail by unintentionally alienating others or by overfeeding one motivational pattern until it distorts the whole experience.

What to produce

Generate:

  1. Audit target - what is being reviewed and what it is supposed to do
  2. Archetype-by-archetype reading - how each Bartle lens experiences the design
  3. Motivational profile - which archetypes are strongly served, weakly served, or actively harmed
  4. Imbalance diagnosis - where the design overcommits, neglects, or creates unhealthy tension
  5. Recommendations - what to strengthen, soften, separate, or clarify

Process

1. Define the audit target

Clarify:

  • what is being audited
  • what the feature or system is supposed to achieve
  • what player segment it seems primarily aimed at
  • whether it is core, optional, early-game, mid-game, endgame, or event-based

2. Audit for Achievers

Ask:

  • Does this provide clear goals, progress, ranks, milestones, or measurable completion?
  • Is advancement legible and satisfying?
  • Are there optimization hooks or mastery ladders?
  • Does the system reward effort and planning in a visible way?
  • Does it create grind without meaningful payoff?

Look for:

  • progression clarity
  • completion pressure
  • reward cadence
  • rank/status markers
  • optimization opportunities
  • scoreboard or collection incentives

3. Audit for Explorers

Ask:

  • Does this create opportunities for discovery, experimentation, hidden depth, or surprising interactions?
  • Is there anything to uncover, test, or learn beyond the obvious path?
  • Does the feature reward curiosity, or punish deviation from the intended route?
  • Is the system too solved, too explicit, or too shallow to explore?

Look for:

  • secrets or hidden layers
  • systemic depth
  • expressive experimentation
  • optional discovery
  • mystery and possibility
  • non-obvious interactions

4. Audit for Socializers

Ask:

  • Does this support cooperation, expression, social recognition, gifting, helping, belonging, or conversation?
  • Are there reasons to share, show, support, or coordinate?
  • Does it create social presence or only social metrics?
  • Does the system feel socially alive or socially sterile?

Look for:

  • communication value
  • collaboration loops
  • group identity
  • mutual dependency
  • recognition and expression
  • emotionally meaningful social rituals

5. Audit for Killers

Ask:

  • Does this allow players to dominate, disrupt, outplay, pressure, or visibly outperform others?
  • Is there direct or indirect competition?
  • Does the system create status through relative power?
  • Is competitive energy healthy here, or does it poison the experience?
  • Could killer-facing incentives distort the feature for everyone else?

Look for:

  • PvP or rivalry energy
  • visible advantage
  • denial or disruption power
  • dominance loops
  • competitive prestige
  • asymmetric leverage over others

6. Build the archetype profile

For each archetype, rate the design as:

  • Strongly served
  • Moderately served
  • Weakly served
  • Actively frustrated

Use this format:

ArchetypeRatingWhyLikely Response
Achievers.........
Explorers.........
Socializers.........
Killers.........

7. Diagnose imbalance and cross-archetype friction

Ask:

  • Is the feature clearly built for one archetype while pretending to serve all?
  • Does one archetype's reward structure damage another's experience?
  • Is the design too narrow for the place it occupies in the game?
  • Does the game need this system to be broad, or is specialization acceptable here?

Common imbalance patterns:

  • Achiever trap - everything becomes checklist, grind, ranking, and completion pressure
  • Explorer starvation - system is legible but dead, with nothing to discover or test
  • Social shell - other people are visible, but there is no real social meaning
  • Killer contamination - competitive pressure warps a space that should feel safe, expressive, or cooperative
  • False inclusivity - feature signals broad appeal but meaningfully serves only one player type

8. Convert findings into design actions

For each major issue, specify:

  • Archetype affected
  • Current issue
  • Design cause
  • Suggested change
  • Expected effect

Response structure

Audit Target

  • ...

Achievers

  • Strengths: ...
  • Weaknesses: ...

Explorers

  • Strengths: ...
  • Weaknesses: ...

Socializers

  • Strengths: ...
  • Weaknesses: ...

Killers

  • Strengths: ...
  • Weaknesses: ...

Archetype Profile

  • ...

Imbalance Diagnosis

  • ...

Recommendations

  1. ...
  2. ...
  3. ...

Fast mode

  • Which archetype is this mainly serving?
  • Which archetype is getting the least value?
  • Which archetype could be actively harmed by this design?
  • Is that imbalance intentional and acceptable?
  • What one change would improve the weakest archetype fit without breaking the strongest one?

References

Read these when useful:

  • references/bartle-notes.md for a concise interpretation of the four archetypes in game-design terms
  • references/failure-patterns.md for common archetype imbalance shapes

Working principle

A feature does not need to satisfy every Bartle archetype equally. But if it strongly privileges one motivational type, that should be by design, not by accident.


Part of the Game Design Skills Bundle by Stanislav Stankovic. Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See https://github.com/Stanestane/game-design-skills-bundle for terms.

Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Game Design Bartle Archetype Audit AI skill do?

Audit a game, feature, event, progression system, social system, live-ops loop, or onboarding flow through the lens of Bartle player archetypes: Achievers, Explorers, Socializers, and Killers. Use when evaluating who a design motivates, who it neglects, whether a feature over-serves one archetype at the expense of others, how a system will be perceived by different motivational player types, or why engagement is uneven across different player motivations.

Why use Game Design Bartle Archetype Audit on TypingMind?

Because you install it once and use it with any model. Game Design Bartle Archetype Audit is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Design Bartle Archetype Audit in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-design-bartle-archetype-audit. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Game Design Bartle Archetype Audit?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Design Bartle Archetype Audit?

As many as you like. As long as a model supports skills, you can use Game Design Bartle Archetype Audit with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Design Bartle Archetype Audit AI skill free?

It is published on GitHub by Stanestane. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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