Individual skill
player-experience-modeling
Model target players, motivations, emotions, pleasures, needs, flow, novelty, judgment, and interest curves. Use when defining who a game is for, shaping retention, diagnosing boredom or confusion, designing progression, or aligning gameplay with a desired emotional arc.
plugins/LVTD-LLC/skills/skills/player-experience-modeling/SKILL.md
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# Player Experience Modeling
Use this skill to define the experience the game is trying to create before implementing systems. It gives an AI game-building agent a target for taste, pacing, onboarding, and progression decisions.
## Source Traceability
Primary source: *The Art of Game Design: A Book of Lenses, Third Edition* by Jesse Schell, especially chapters 2, 9-11, and 16 on experience, players, pleasure, flow, motivation, novelty, judgment, and interest curves. The workflow is transformed and paraphrased.
Supporting source: Self-Determination Theory for autonomy, competence, and relatedness as durable motivation lenses.
## Workflow
1. Define the target player by behavior and context, not demographic shorthand.
2. Identify the desired emotional and motivational promise.