Individual skill
roblox-player-psychology
Use when designing or reviewing player-behavior mechanics: first minute, rewards, streaks, daily rewards, pricing, RNG/pity, community.
skills/design/roblox-player-psychology/SKILL.md
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- agent-skills Repository topic
- ai-skills Repository topic
- claude-code Repository topic
- codex Repository topic
- cursor Repository topic
- game-development Repository topic
- luau Repository topic
- roblox Repository topic
- roblox-studio Repository topic
- engineering Derived category
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SKILL.mdcore · 2,523 bytesreferences/full.mddoc · 16,651 bytes
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# Roblox Player Psychology
## When to Load
Load for behavior/persuasion questions: what happens in the first 60 seconds, why players return, reward schedules, streaks, pricing psychology, gamepass ladders, crate/RNG odds and pity, or turning players into a community. For structural craft (core loop, FTUE structure, level design, economy sources/sinks) load `roblox-game-design`; for dashboard diagnosis, discovery, and the algorithm load `roblox-growth-design`; for purchase implementation load `roblox-monetization`.
## Quick Reference
### First 60 seconds (50% of new players never return)
0–5s spawn in-world (no logo/cutscene) → 5–10s do the core verb → 10–30s first reward lands → 30–45s open a loop (next milestone looks close) → 45–60s taste of premium (expiring boost). Six effects: Zeigarnik (hand an incomplete goal in 10s), endowed progress (never start at zero), peak-end (best effect in minute one), cognitive load (one mechanic/one button/one goal), isolation (only the wanted action glows), reciprocity (give before the shop).
### Retention benchmarks & levers