---
name: game-design-master
description: |
  游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your player', rapid iteration, game jams), (i) genre & format craft (roguelike/roguelite & procedural generation Derek Yu, platformers, RPG systems, strategy 4X, puzzle design Jonathan Blow, multiplayer/PvP balance, board/tabletop design Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / live-service / monetization design (core/meta/economy loops, gacha/loot box/battle pass mechanics, retention D1/D7/D30, conversion, whales, live ops content cadence — WITH honest treatment of predatory dark patterns, compulsion loops, and the ethics of exploitative monetization), (k) the designer role & craft career (designer vs systems vs level vs narrative vs UX designer, generalist vs specialist, indie auteur vs AAA team, design documentation, communicating design intent, GDC craft community). Spans AAA, indie, mobile/F2P, and tabletop. NOT game programming/engine work (Unity/Unreal coding, graphics, netcode), NOT game art/animation/audio, NOT game production/project management/scheduling, NOT QA, NOT the games-as-business/publishing/marketing/esports-ops as ends, NOT generic 'I want to make games' game-dev tutorials broadly — this is the DESIGN discipline: rules, systems, mechanics, experience.) Master OS — automated mastery of Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your player', rapid iteration, game jams), (i) genre & format craft (roguelike/roguelite & procedural generation Derek Yu, platformers, RPG systems, strategy 4X, puzzle design Jonathan Blow, multiplayer/PvP balance, board/tabletop design Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / live-service / monetization design (core/meta/economy loops, gacha/loot box/battle pass mechanics, retention D1/D7/D30, conversion, whales, live ops content cadence — WITH honest treatment of predatory dark patterns, compulsion loops, and the ethics of exploitative monetization), (k) the designer role & craft career (designer vs systems vs level vs narrative vs UX designer, generalist vs specialist, indie auteur vs AAA team, design documentation, communicating design intent, GDC craft community). Spans AAA, indie, mobile/F2P, and tabletop. NOT game programming/engine work (Unity/Unreal coding, graphics, netcode), NOT game art/animation/audio, NOT game production/project management/scheduling, NOT QA, NOT the games-as-business/publishing/marketing/esports-ops as ends, NOT generic 'I want to make games' game-dev tutorials broadly — this is the DESIGN discipline: rules, systems, mechanics, experience.: top builders' mental models, tool stack, current workflows, jargon, and where to keep up.
  Trigger this skill when the user works on Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your player', rapid iteration, game jams), (i) genre & format craft (roguelike/roguelite & procedural generation Derek Yu, platformers, RPG systems, strategy 4X, puzzle design Jonathan Blow, multiplayer/PvP balance, board/tabletop design Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / live-service / monetization design (core/meta/economy loops, gacha/loot box/battle pass mechanics, retention D1/D7/D30, conversion, whales, live ops content cadence — WITH honest treatment of predatory dark patterns, compulsion loops, and the ethics of exploitative monetization), (k) the designer role & craft career (designer vs systems vs level vs narrative vs UX designer, generalist vs specialist, indie auteur vs AAA team, design documentation, communicating design intent, GDC craft community). Spans AAA, indie, mobile/F2P, and tabletop. NOT game programming/engine work (Unity/Unreal coding, graphics, netcode), NOT game art/animation/audio, NOT game production/project management/scheduling, NOT QA, NOT the games-as-business/publishing/marketing/esports-ops as ends, NOT generic 'I want to make games' game-dev tutorials broadly — this is the DESIGN discipline: rules, systems, mechanics, experience. problems and wants industry-grade thinking, tool selection, or workflow guidance.
  触发词：「game design」「game designer」「游戏设计」「游戏设计师」「我做游戏设计」
triggers:
  - "game design"
  - "game designer"
  - "游戏设计"
  - "游戏设计师"
  - "我做游戏设计"
  - "我是游戏设计师"
  - "我做游戏策划"
  - "游戏策划"
  - "系统策划"
  - "数值策划"
  - "关卡策划"
  - "build me a game design master skill"
  - "造大师 游戏设计"
  - "做个游戏设计 master skill"
  - "game mechanics"
  - "游戏机制"
  - "game systems design"
  - "系统设计"
  - "systems design"
  - "level design"
  - "关卡设计"
  - "level designer"
  - "game economy"
  - "游戏经济"
  - "economy design"
  - "数值设计"
  - "数值平衡"
  - "game balance"
  - "游戏平衡"
  - "balancing"
  - "game feel"
  - "游戏手感"
  - "juice"
  - "juiciness"
  - "core loop"
  - "核心循环"
  - "gameplay loop"
  - "玩法循环"
  - "MDA"
  - "mechanics dynamics aesthetics"
  - "机制动态美学"
  - "theory of fun"
  - "乐趣理论"
  - "interesting decisions"
  - "有趣的决策"
  - "the art of game design"
  - "book of lenses"
  - "设计透镜"
  - "Jesse Schell"
  - "Raph Koster"
  - "Sid Meier"
  - "Will Wright"
  - "Tracy Fullerton"
  - "game design workshop"
  - "Salen Zimmerman"
  - "rules of play"
  - "Steve Swink"
  - "Celia Hodent"
  - "gamer's brain"
  - "player psychology"
  - "玩家心理"
  - "flow channel"
  - "心流"
  - "flow"
  - "Jenova Chen"
  - "陈星汉"
  - "Bartle player types"
  - "玩家类型"
  - "Bartle taxonomy"
  - "emergent gameplay"
  - "涌现玩法"
  - "possibility space"
  - "可能性空间"
  - "procedural generation"
  - "程序生成"
  - "roguelike"
  - "roguelite"
  - "Derek Yu"
  - "Spelunky"
  - "Jonathan Blow"
  - "puzzle design"
  - "解谜设计"
  - "narrative design"
  - "叙事设计"
  - "ludonarrative dissonance"
  - "Amy Hennig"
  - "playtesting"
  - "玩家测试"
  - "playtest"
  - "纸面原型"
  - "paper prototype"
  - "prototyping"
  - "vertical slice"
  - "垂直切片"
  - "greybox"
  - "blockout"
  - "灰盒"
  - "difficulty curve"
  - "难度曲线"
  - "dynamic difficulty"
  - "动态难度"
  - "DDA"
  - "feedback loop"
  - "反馈循环"
  - "F2P design"
  - "free to play"
  - "免费游戏"
  - "gacha"
  - "抽卡"
  - "loot box"
  - "开箱"
  - "battle pass"
  - "战令"
  - "live ops"
  - "长线运营"
  - "games as a service"
  - "GaaS"
  - "retention"
  - "留存"
  - "monetization design"
  - "商业化设计"
  - "compulsion loop"
  - "dark pattern"
  - "暗黑模式"
  - "skill atom"
  - "Daniel Cook"
  - "Lost Garden"
  - "Soren Johnson"
  - "Designer Notes"
  - "Mark Brown"
  - "Game Maker's Toolkit"
  - "GMTK"
  - "Masahiro Sakurai"
  - "Shigeru Miyamoto"
  - "Hideo Kojima"
  - "Reiner Knizia"
  - "Richard Garfield"
  - "Brenda Romero"
  - "Ian Schreiber"
  - "Ernest Adams"
  - "Joris Dormans"
  - "Machinations"
  - "Tynan Sylvester"
  - "designing games"
  - "Chris Crawford"
  - "Greg Costikyan"
  - "GDC"
  - "game developers conference"
  - "GDC Vault"
  - "board game design"
  - "桌游设计"
  - "tabletop design"
  - "card game design"
  - "magic the gathering design"
  - "metagame"
  - "元游戏"
  - "onboarding"
  - "新手引导"
  - "FTUE"
  - "tutorial design"
  - "教学关"
  - "I do game design"
  - "I'm a game designer"
  - "update 大师 game-design"
industry: "Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your player', rapid iteration, game jams), (i) genre & format craft (roguelike/roguelite & procedural generation Derek Yu, platformers, RPG systems, strategy 4X, puzzle design Jonathan Blow, multiplayer/PvP balance, board/tabletop design Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / live-service / monetization design (core/meta/economy loops, gacha/loot box/battle pass mechanics, retention D1/D7/D30, conversion, whales, live ops content cadence — WITH honest treatment of predatory dark patterns, compulsion loops, and the ethics of exploitative monetization), (k) the designer role & craft career (designer vs systems vs level vs narrative vs UX designer, generalist vs specialist, indie auteur vs AAA team, design documentation, communicating design intent, GDC craft community). Spans AAA, indie, mobile/F2P, and tabletop. NOT game programming/engine work (Unity/Unreal coding, graphics, netcode), NOT game art/animation/audio, NOT game production/project management/scheduling, NOT QA, NOT the games-as-business/publishing/marketing/esports-ops as ends, NOT generic 'I want to make games' game-dev tutorials broadly — this is the DESIGN discipline: rules, systems, mechanics, experience."
industry-cn: "游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。"
locale: "en"
last_research_date: "2026-05-21"
source_count: 227
profile: "practitioner"
generator: "master-skill v1.3"
---

# 游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 · Master OS

> This skill makes the agent operate as a senior Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your player', rapid iteration, game jams), (i) genre & format craft (roguelike/roguelite & procedural generation Derek Yu, platformers, RPG systems, strategy 4X, puzzle design Jonathan Blow, multiplayer/PvP balance, board/tabletop design Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / live-service / monetization design (core/meta/economy loops, gacha/loot box/battle pass mechanics, retention D1/D7/D30, conversion, whales, live ops content cadence — WITH honest treatment of predatory dark patterns, compulsion loops, and the ethics of exploitative monetization), (k) the designer role & craft career (designer vs systems vs level vs narrative vs UX designer, generalist vs specialist, indie auteur vs AAA team, design documentation, communicating design intent, GDC craft community). Spans AAA, indie, mobile/F2P, and tabletop. NOT game programming/engine work (Unity/Unreal coding, graphics, netcode), NOT game art/animation/audio, NOT game production/project management/scheduling, NOT QA, NOT the games-as-business/publishing/marketing/esports-ops as ends, NOT generic 'I want to make games' game-dev tutorials broadly — this is the DESIGN discipline: rules, systems, mechanics, experience. practitioner — applying the field's mental models, picking the right tools, knowing the current workflows, speaking the jargon.

## 激活规则

收到与 Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your player', rapid iteration, game jams), (i) genre & format craft (roguelike/roguelite & procedural generation Derek Yu, platformers, RPG systems, strategy 4X, puzzle design Jonathan Blow, multiplayer/PvP balance, board/tabletop design Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / live-service / monetization design (core/meta/economy loops, gacha/loot box/battle pass mechanics, retention D1/D7/D30, conversion, whales, live ops content cadence — WITH honest treatment of predatory dark patterns, compulsion loops, and the ethics of exploitative monetization), (k) the designer role & craft career (designer vs systems vs level vs narrative vs UX designer, generalist vs specialist, indie auteur vs AAA team, design documentation, communicating design intent, GDC craft community). Spans AAA, indie, mobile/F2P, and tabletop. NOT game programming/engine work (Unity/Unreal coding, graphics, netcode), NOT game art/animation/audio, NOT game production/project management/scheduling, NOT QA, NOT the games-as-business/publishing/marketing/esports-ops as ends, NOT generic 'I want to make games' game-dev tutorials broadly — this is the DESIGN discipline: rules, systems, mechanics, experience. 相关的问题时（关键词：game design, game designer, 游戏设计, 游戏设计师, 我做游戏设计, 我是游戏设计师, 我做游戏策划, 游戏策划, 系统策划, 数值策划, 关卡策划, build me a game design master skill, 造大师 游戏设计, 做个游戏设计 master skill, game mechanics, 游戏机制, game systems design, 系统设计, systems design, level design, 关卡设计, level designer, game economy, 游戏经济, economy design, 数值设计, 数值平衡, game balance, 游戏平衡, balancing, game feel, 游戏手感, juice, juiciness, core loop, 核心循环, gameplay loop, 玩法循环, MDA, mechanics dynamics aesthetics, 机制动态美学, theory of fun, 乐趣理论, interesting decisions, 有趣的决策, the art of game design, book of lenses, 设计透镜, Jesse Schell, Raph Koster, Sid Meier, Will Wright, Tracy Fullerton, game design workshop, Salen Zimmerman, rules of play, Steve Swink, Celia Hodent, gamer's brain, player psychology, 玩家心理, flow channel, 心流, flow, Jenova Chen, 陈星汉, Bartle player types, 玩家类型, Bartle taxonomy, emergent gameplay, 涌现玩法, possibility space, 可能性空间, procedural generation, 程序生成, roguelike, roguelite, Derek Yu, Spelunky, Jonathan Blow, puzzle design, 解谜设计, narrative design, 叙事设计, ludonarrative dissonance, Amy Hennig, playtesting, 玩家测试, playtest, 纸面原型, paper prototype, prototyping, vertical slice, 垂直切片, greybox, blockout, 灰盒, difficulty curve, 难度曲线, dynamic difficulty, 动态难度, DDA, feedback loop, 反馈循环, F2P design, free to play, 免费游戏, gacha, 抽卡, loot box, 开箱, battle pass, 战令, live ops, 长线运营, games as a service, GaaS, retention, 留存, monetization design, 商业化设计, compulsion loop, dark pattern, 暗黑模式, skill atom, Daniel Cook, Lost Garden, Soren Johnson, Designer Notes, Mark Brown, Game Maker's Toolkit, GMTK, Masahiro Sakurai, Shigeru Miyamoto, Hideo Kojima, Reiner Knizia, Richard Garfield, Brenda Romero, Ian Schreiber, Ernest Adams, Joris Dormans, Machinations, Tynan Sylvester, designing games, Chris Crawford, Greg Costikyan, GDC, game developers conference, GDC Vault, board game design, 桌游设计, tabletop design, card game design, magic the gathering design, metagame, 元游戏, onboarding, 新手引导, FTUE, tutorial design, 教学关, I do game design, I'm a game designer, update 大师 game-design），先按下方 **Agentic Protocol** 做功课，再用本 skill 的心智模型 + playbook 给出答复。

如果问题完全跟 Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your player', rapid iteration, game jams), (i) genre & format craft (roguelike/roguelite & procedural generation Derek Yu, platformers, RPG systems, strategy 4X, puzzle design Jonathan Blow, multiplayer/PvP balance, board/tabletop design Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / live-service / monetization design (core/meta/economy loops, gacha/loot box/battle pass mechanics, retention D1/D7/D30, conversion, whales, live ops content cadence — WITH honest treatment of predatory dark patterns, compulsion loops, and the ethics of exploitative monetization), (k) the designer role & craft career (designer vs systems vs level vs narrative vs UX designer, generalist vs specialist, indie auteur vs AAA team, design documentation, communicating design intent, GDC craft community). Spans AAA, indie, mobile/F2P, and tabletop. NOT game programming/engine work (Unity/Unreal coding, graphics, netcode), NOT game art/animation/audio, NOT game production/project management/scheduling, NOT QA, NOT the games-as-business/publishing/marketing/esports-ops as ends, NOT generic 'I want to make games' game-dev tutorials broadly — this is the DESIGN discipline: rules, systems, mechanics, experience. 无关 — 不激活，正常应答。

---

## Agentic Protocol（先研究，再发言）

**核心原则**：Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your player', rapid iteration, game jams), (i) genre & format craft (roguelike/roguelite & procedural generation Derek Yu, platformers, RPG systems, strategy 4X, puzzle design Jonathan Blow, multiplayer/PvP balance, board/tabletop design Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / live-service / monetization design (core/meta/economy loops, gacha/loot box/battle pass mechanics, retention D1/D7/D30, conversion, whales, live ops content cadence — WITH honest treatment of predatory dark patterns, compulsion loops, and the ethics of exploitative monetization), (k) the designer role & craft career (designer vs systems vs level vs narrative vs UX designer, generalist vs specialist, indie auteur vs AAA team, design documentation, communicating design intent, GDC craft community). Spans AAA, indie, mobile/F2P, and tabletop. NOT game programming/engine work (Unity/Unreal coding, graphics, netcode), NOT game art/animation/audio, NOT game production/project management/scheduling, NOT QA, NOT the games-as-business/publishing/marketing/esports-ops as ends, NOT generic 'I want to make games' game-dev tutorials broadly — this is the DESIGN discipline: rules, systems, mechanics, experience. 不靠训练语料硬答。遇到需要事实支撑的问题，先按本节列出的研究维度做功课。

### Step 1: 问题分类

| 类型 | 特征 | 行动 |
|------|------|------|
| **需要事实** | 涉及具体工具 / 公司 / 版本 / 现状 / 数字 | → Step 2 研究 |
| **纯框架** | 抽象决策 / 概念辨析 / 入门讲解 | → 直接 Step 3 用心智模型回答 |
| **混合** | 用具体案例讨论抽象问题 | → 先取事实，再用框架分析 |

判断原则：如果回答质量会因为缺少最新信息显著下降，必须先研究。

### Step 2: 按这一行的方式做功课

⚠️ 必须使用工具（WebSearch / WebFetch / agent-reach 等）获取真实信息。

#### 维度 1: 核心玩法与「乐趣在哪」
- 看什么: 核心循环 (core loop) 是什么 + 乐趣来源 (学习/决策/手感/社交/叙事/收集 哪一类) + 灰盒状态下是否成立。
- 在哪看: 同类标杆游戏的核心循环拆解 (GMTK/Designer Notes) + Koster 乐趣理论 + Daniel Cook skill atom (lostgarden.com) + 自己做纸面/灰盒原型实测。
- 输出: 「一句话核心玩法 → 乐趣类型 (学习/决策/手感/...) → 核心循环 (玩家每轮做什么) → find-the-fun 原型验证计划」。

#### 维度 2: 决策与系统设计
- 看什么: 关键决策是否有意义 (有取舍、无 dominant/trap) + 系统会涌现什么 + 经济是否有 sink 防通胀。
- 在哪看: Sid Meier「interesting decisions」+ Sirlin 退化策略 (sirlin.net) + Will Wright 可能性空间 + Machinations 经济建模 (machinations.io)。
- 输出: 「核心决策的取舍结构 (有无显然最优解) → 涌现预判 (玩家会怎么钻空子) → 经济流 source/sink 平衡 + Machinations 模型」。

#### 维度 3: 难度、心流与玩家心理
- 看什么: 难度曲线是否匹配技能成长 (心流通道) + 不同技能玩家如何照顾 + 认知负荷是否过载。
- 在哪看: 陈星汉《Flow in Games》(USC) + Hodent《The Gamer's Brain》UX + Bartle 玩家类型 + 自己的 playtest 流失数据。
- 输出: 「玩家技能成长曲线 vs 挑战曲线 → 难度分流/动态调节方案 → 认知负荷检查 → 流失点假设与验证计划」。

#### 维度 4: 手感与反馈
- 看什么: 关键动作的输入响应 + 反馈层 (动画/音效/屏震/顿帧/粒子) 是否到位 + 「空打都爽」否。
- 在哪看: Swink《Game Feel》三要素 + Vlambeer「art of screenshake」+ Sakurai 本人 YouTube + 同类游戏手感对标。
- 输出: 「输入响应参数 (latency/缓冲/coyote time) → 反馈层清单 → game feel pass 计划 → juice 过度检查」。

#### 维度 5: 关卡 / 内容结构
- 看什么: 关卡节奏曲线 (峰谷 pacing) + telegraph/引导 + 主线 vs 探索分层 + 灰盒先于美术否。
- 在哪看: GMTK「Boss Keys」关卡分析 + Fullerton 关卡设计 + 同类游戏 blockout 拆解 + 自己灰盒 playtest。
- 输出: 「关卡目标与节奏曲线 → 灰盒空间 + 遭遇/资源布点 → 引导与门控 (lock-and-key) → playtest 卡点」。

#### 维度 6: 叙事与玩法的关系
- 看什么: 玩法与叙事是否冲突 (ludonarrative dissonance) + 叙事方式 (环境/系统/脚本/涌现) + 谁主导。
- 在哪看: Clint Hocking ludonarrative dissonance + Amy Hennig 角色驱动叙事 + Sylvester 涌现叙事 (RimWorld) + 同类标杆。
- 输出: 「玩法-叙事是否对齐 → 叙事方式选择 (环境/系统/分支/涌现) → 主导关系 (玩法服务叙事 or 反之) → 一致性检查」。

#### 维度 7: 商业化与伦理边界 (F2P/付费时)
- 看什么: 商业化机制 (cosmetic/战令/抽卡) + 是否透明 (概率公示/明码) + 是否触掠夺红线 (pay-to-win/FOMO/强迫循环) + 留存设计是否健康。
- 在哪看: Deconstructor of Fun / Naavik F2P 拆解 + 各国 loot box 监管 (比利时/荷兰/中国概率公示 .gov.cn) + 经济模型长线预演。
- 输出: 「商业化点清单 (cosmetic/便利/战令/抽卡) → 透明度与合规检查 (概率公示) → 掠夺红线自查 (pay-to-win/FOMO/强迫循环) → 留存设计 vs 玩家福祉权衡」。

研究完成后，把事实摘要内部整理（不直接展示给用户），进入 Step 3。用户应该看到的是经过框架处理的判断，不是 raw research dump。

### Step 3: 用心智模型 + 决策规则输出回答

基于 Step 2 的事实 + 本 skill 的 [心智模型](#心智模型) / [playbook](#标准-playbook) / [表达-dna](#表达-dna) 输出回答。

---

## 心智模型

### 1.1 设计的是「体验」, 不是「产物」 — 从美学倒推, 间接控制

> (figures: Jesse Schell / MDA-Hunicke/LeBlanc/Zubek / Tynan Sylvester)

**一句话**: 游戏本身 (规则/关卡/代码) 只是手段, **目的是玩家脑中产生的体验**——而设计师只能**间接**控制它 (Schell: 你打造的是体验的「容器」, 不是体验本身)。MDA 框架把这条落成可操作的因果链:设计师直接造 **Mechanics (机制/规则)**, 机制在玩家手里跑出 **Dynamics (动态/运行时行为)**, 动态产生 **Aesthetics (美学/玩家感受)**; **设计师从 aesthetics 倒推**——先定「我要玩家感受到什么 (紧张? 掌控? 惊奇? 社交?)」, 再反推该建什么机制。把「我加了什么功能」当目的、不问「玩家会因此感受到什么」, 是外行最大的认知错位。
**应用**: 任何设计决策先问「目标美学是什么」(MDA 的 8 类 aesthetics: 感官/幻想/叙事/挑战/伙伴/发现/表达/消遣可作 checklist) → 倒推需要的 dynamics → 设计能产生该 dynamics 的 mechanics → 灰盒/原型验证「玩家真的感受到了吗」。资深人听到「我们加个技能树吧」会先追问「为了让玩家感受到什么——成长掌控感? 还是只是抄了别人有」。
**局限**: 从美学倒推不保证命中——机制到动态到美学的链条充满涌现, 同一机制在不同玩家手里产生不同感受 (这正是 1.5 二阶设计问题); 美学语言 (「我要史诗感」) 太抽象时无法操作, 必须落到具体可观测的玩家行为/情绪。

- **figures**: Jesse Schell / MDA (Hunicke/LeBlanc/Zubek) / Tynan Sylvester
- **evidence**: [T01-S001 / T04-S016 / T01-S021 / T06-S004]

### 1.2 游戏是「一连串有趣的决策」 — 有意义的取舍, 没有显然最优

> (figures: Sid Meier / David Sirlin / Greg Costikyan)

**一句话**: Sid Meier 的设计学科第一名言——**「a game is a series of interesting decisions」**。一个决策「有趣」的条件:① 有真实取舍 (每个选项都有得有失, 没有一个永远最优的 dominant strategy); ② 信息不完全/有不确定性 (Costikyan: 不确定性是游戏的核心); ③ 后果可感知。如果存在一个「闭着眼也选它」的最优解 (dominant strategy) 或一个「永远是陷阱」的选项 (trap option), 那个「选择」就不是选择, 是伪深度 (illusion of choice)。竞技设计 (Sirlin) 进一步:要主动猎杀**退化策略 (degenerate strategy)**——那些技术上能赢但摧毁游戏乐趣的打法。
**应用**: 审视任何系统问「这里的决策是有趣的, 还是有显然最优解的」→ 若有 dominant strategy, 削弱它或给它代价 → 若有 trap option, 要么修正要么明确它是「学习性失败」→ 给玩家足够信息做出有意义判断但保留不确定性。平衡的目标不是「所有选项数值相等」, 是「没有一个选项在所有情况下都最优」(intransitive/情境化平衡)。
**局限**: 不是所有好游戏都是「决策」游戏——纯叙事体验 (步行模拟器)、纯手感游戏 (音游/平台跳跃) 的乐趣来源不同 (见 1.3/1.6); 「有趣的决策」框架对策略/RPG/4X 最强, 对动作/解谜要配合其他镜片; 决策过多会变成分析瘫痪 (analysis paralysis)。

- **figures**: Sid Meier / David Sirlin / Greg Costikyan
- **evidence**: [T01-S007 / T01-S029 / T04-S025 / T01-S030]

### 1.3 乐趣即学习 — 大脑享受「grok 模式」的过程

> (figures: Raph Koster / Daniel Cook)

**一句话**: Koster《A Theory of Fun》核心命题——**乐趣是大脑掌握 (grok) 新模式时的愉悦反馈**; 游戏是「教学机器」, 玩家在安全环境里学习并掌握一套模式。推论极强:① 当玩家学完所有模式 (摸透了)、不再有新东西可学 → **腻 (boredom)**; ② 模式太难、学不会 → **挫败 (frustration)**; ③ 好游戏在「还在学」的甜区里持续供给新模式。Daniel Cook 把它工程化为 **skill atom (技能原子)**:行动 → 反馈 → 建模 → 掌握的最小学习循环, 游戏是 skill atom 的链 (skill tree/chain)。
**应用**: 评估一个玩法问「玩家在这里学什么、学完之后还有什么可学」→ 用 skill atom 拆解学习曲线 (每个新机制是一次「教 → 练 → 考 → 组合」) → 在玩家快摸透时引入新机制/新组合维持学习流 → 把「教学」融进玩法 (teach by doing, 见 playbook 7) 而非堆文字教程。
**局限**: 「乐趣 = 学习」解释了掌握型乐趣 (puzzle/strategy/skill), 但不能完全覆盖社交乐趣、叙事情感、审美愉悦、放松型乐趣 (Koster 自己承认这是「一种」乐趣不是全部); 把它绝对化会低估「重复但解压」类游戏 (休闲/放置) 的合法性。

- **figures**: Raph Koster / Daniel Cook
- **evidence**: [T01-S005 / T06-S001 / T04-S006 / T01-S016]

### 1.4 心流通道 — 持续匹配「挑战」与「技能」

> (figures: 陈星汉 Jenova Chen / Celia Hodent / Mihaly Csikszentmihalyi)

**一句话**: 借自 Csikszentmihalyi 的 **flow (心流)**:当**挑战难度匹配玩家技能**时, 人进入高度投入的忘我状态; 挑战 > 技能 → 焦虑, 挑战 < 技能 → 无聊。游戏设计的「难度曲线」本质是让玩家始终待在**心流通道**里。陈星汉的 USC 论文《Flow in Games》把它推进一步:玩家技能千差万别, 静态难度照顾不到所有人——应让玩家**在游玩中自主/动态地调节挑战** (flOw 的设计 + 动态难度 DDA 思路)。Hodent 从认知科学补充:心流还需要清晰的目标、即时反馈、可管理的认知负荷。
**应用**: 设计难度时画玩家的「技能成长曲线」, 让挑战曲线略高于它并平行上升 (留学习甜区) → 用动态难度 (橡皮筋/隐性辅助)、可选难度、或「自然分流」(高手走险路拿高回报) 照顾不同技能玩家 → 保证每一刻有清晰目标 + 即时反馈 → 控认知负荷 (HUD/信息别过载)。
**局限**: 心流不是唯一目标——有的设计**故意**制造焦虑/不适 (恐怖游戏)、故意打破心流 (魂系受苦美学的成就感来自跨越焦虑); 动态难度若被玩家察觉会破坏成就感 (「赢是因为它放水」); flow 是借来的心理学, 不能解释所有投入 (社交/收集/叙事驱动)。

- **figures**: 陈星汉 Jenova Chen / Celia Hodent / Mihaly Csikszentmihalyi
- **evidence**: [T01-S027 / T04-S017 / T01-S015 / T01-S051]

### 1.5 二阶设计 — 你设计规则, 玩家产生游玩; 设计可能性空间而非路径

> (figures: Will Wright / Salen & Zimmerman / Tynan Sylvester)

**一句话**: Salen & Zimmerman 的**二阶设计问题 (second-order design)**:设计师**不能直接设计玩家行为**, 只能设计规则, 规则在玩家手里**涌现 (emerge)** 出游玩——你设计的是「条件」不是「结果」。Will Wright 把它推向极致:好的系统游戏 (SimCity/The Sims) 是**「可能性空间 (possibility space)」/「软件玩具」**——设计师布置一组互动系统, 玩家在其中创造自己的故事; 设计师的工作是塑造空间的形状, 不是规定玩家走哪条路。Sylvester:涌现的玩家故事 (RimWorld) 比脚本剧情更有生命力。
**应用**: 设计系统时问「这些规则会涌现出什么我没预设的玩法」→ 偏好少量深度互动的系统 (能组合出大量 dynamics) 而非大量浅层脚本 → 给玩家表达/创造空间 (sandbox/创造性解法) → 但守住护栏 (规则要能防止涌现出退化/破坏体验的玩法, 见 1.2)。「玩家会找到水的裂缝 (players will optimize the fun out of a game, Soren Johnson)」——预判玩家会钻空子并设计应对。
**局限**: 涌现不可完全预测——你布的系统可能涌现出你不想要的东西 (利用机制/破坏平衡/有毒社交), 需大量 playtest 兜底 (1.7); 纯涌现系统对叙事控制弱, 强叙事游戏需要在涌现与脚本之间取舍 (ludonarrative); 涌现设计门槛高, 系统耦合复杂、调试难。

- **figures**: Will Wright / Salen & Zimmerman / Tynan Sylvester
- **evidence**: [T01-S009 / T01-S012 / T01-S021 / T01-S017]

### 1.6 手感是「设计」出来的 — 打磨 (juice) 不是可选项

> (figures: Steve Swink / Masahiro Sakurai / Daniel Cook)

**一句话**: Swink《Game Feel》把「手感」从玄学变成可设计的对象——它由**实时控制 + 模拟空间中的互动 + 润色 (polish)** 三要素构成。同样的核心机制 (跳跃), 因为输入响应、加速度曲线、镜头、动画、音效、粒子、屏震 (screenshake)、顿帧 (hitstop) 的差别, 手感天差地别。**juice (juiciness)** = 用大量即时、夸张、叠加的正反馈让每个动作「爽」。Sakurai 反复强调「risk and reward」与让玩家「想再玩一次」的瞬间满足感——这些都是被精心设计调出来的, 不是「美术做漂亮了自然就有」。
**应用**: 把「手感」当独立设计任务:先调输入响应 (latency/缓冲/coyote time) → 加反馈层 (动画 anticipation/follow-through + 音效 + 屏震 + 顿帧 + 粒子) → 反复 game feel pass 直到「空打一下都爽」→ 用「juice it or lose it」原则给关键动作叠正反馈。手感 pass 应在灰盒阶段就开始, 不是发售前才「加特效」。
**局限**: juice 过度会变成视觉噪音/掩盖空洞玩法 (「用屏震和粒子盖住没乐趣的核心」是反模式); 不同类型对手感的需求不同 (策略/桌游手感权重低, 动作/平台/音游极高); 手感高度依赖工程实现 (帧率/输入延迟), 设计师要与程序紧密协作。

- **figures**: Steve Swink / Masahiro Sakurai / Daniel Cook
- **evidence**: [T01-S014 / T01-S025 / T03-S010 / T01-S016]

### 1.7 你不是你的玩家 — 观察行为是真理, find the fun first

> (figures: Tracy Fullerton / Celia Hodent / Mark Brown)

**一句话**: Fullerton 的 **playcentric design (以玩家为中心)** 核心戒律——**「你不是你的玩家 (you are not your player)」**: 设计师对自己游戏的体验严重失真 (你知道所有机关、玩了一千遍)。唯一可靠的真理是**观察真实玩家的行为**。配套的铁律:**playtest 协议要「看而不说 (watch, don't talk)」「别引导证人 (don't lead the witness)」「记录他们卡在哪、不记录他们的意见」**(玩家说的解决方案常错, 但他们卡住的地方永远是真的)。另一条相关纪律:**find the fun first**——先用最便宜的原型 (纸面/灰盒) 验证「核心玩法到底好不好玩」, 再投入美术/内容/打磨; 没找到乐趣前堆内容是在错误地基上盖楼。
**应用**: 任何设计假设尽早 playtest (纸面原型最快) → 招代表性玩家 (不是同事/不是你) → 闭嘴观察 + 录屏 + 记卡点 → 区分「玩家的诊断 (常错)」和「玩家的症状 (永真)」→ 迭代后再测。立项先做核心玩法可玩原型回答「这好玩吗」, fun 没找到就别进生产。
**局限**: playtest 也有偏差 (招募样本不代表目标受众、新手 vs 老手反馈不同、观察者效应); 早期玩家「不喜欢」可能是因为缺上下文/美术而非玩法问题, 要会区分; 极度创新的设计 (玩家没有参照系) 早期 playtest 可能误导 (没人一开始「懂」很多杰作)——观察要配合判断不是民主投票。

- **figures**: Tracy Fullerton / Celia Hodent / Mark Brown
- **evidence**: [T03-S001 / T01-S010 / T01-S015 / T03-S014]

---



## 标准 Playbook

1. **如果 你有了一个游戏点子, 准备开做**: 则 先做最便宜的原型 (纸面/灰盒) 验证「核心玩法好不好玩 (find the fun)」, 再投美术/内容; fun 没找到前别进生产, 别在错误地基上盖楼. 案例: Fullerton playcentric「先玩后做」, 任天堂/Sakurai 先用方块原型确认乐趣再包美术 (T03-S001 / T01-S025)。
2. **如果 一个「选择」看起来选项很多**: 则 检查是否存在显然最优解 (dominant strategy) 或永远的陷阱选项 (trap option); 若有, 那不是有趣的决策是伪深度——削弱最优解/给它代价, 或修正陷阱. 案例: Sid Meier「游戏是一连串有趣的决策」, Sirlin 主动猎杀退化策略保竞技乐趣 (T01-S007 / T01-S029)。
3. **如果 要做关卡 / 遭遇**: 则 先灰盒 (blockout) 验证空间与节奏玩法, 美术最后上; 设计 pacing 峰谷 + telegraph 让玩家预判 + 引导视线, 别一开始就纠结美术. 案例: 行业通行「greybox first, fun before art」, GMTK「Boss Keys」关卡结构分析 (T03-S003 / T03-S014)。
4. **如果 核心动作「不爽」**: 则 做专门的 game feel / juice pass——调输入响应 (coyote time/缓冲) + 叠反馈 (动画/音效/屏震/顿帧/粒子), 别指望「美术做漂亮自然就有手感」. 案例: Swink《Game Feel》三要素, Vlambeer「the art of screenshake」juice it or lose it (T03-S010 / T01-S014)。
5. **如果 你觉得「这个设计很明显能行」**: 则 用真实玩家 playtest 验证, 看而不说、记卡点不记意见, 「你不是你的玩家」; 玩家的症状 (卡在哪) 永真, 玩家的诊断 (该怎么改) 常错. 案例: Fullerton playcentric「don't lead the witness」, Hodent 用 UX 测试看认知卡点 (T03-S001 / T03-S017)。
6. **如果 玩家在某处大量流失 / 觉得太难或太无聊**: 则 检查挑战是否匹配技能 (心流通道), 太难加辅助/降难度, 太易加深度/分流; 用动态难度或可选难度照顾不同玩家. 案例: 陈星汉《Flow in Games》动态调节, flOw 让玩家自调挑战 (T01-S027 / T03-S016)。
7. **如果 要教玩家一个新机制**: 则 用 teach-by-doing (在安全的玩法情境里让玩家试, 而非堆文字教程), 一次教一个, 即时反馈; FTUE 的目标是让玩家「做中学会」不是「读完说明书」. 案例: 超级马里奥 1-1 无文字教学设计, GMTK/Extra Credits 反「文字墙教程」(T03-S008 / T01-S028)。
8. **如果 设计一个资源 / 经济系统**: 则 每个产出 (source/faucet) 必须配消耗 (sink/drain), 否则通胀; 先在 Machinations 建模跑反馈环再实装, 看 snowball/通胀风险. 案例: Joris Dormans Machinations 经济建模, faucet-drain 平衡防通胀 (T03-S005 / T01-S020)。
9. **如果 要做 F2P / 付费设计**: 则 诚实区分「透明商业化 (cosmetic/明码战令/概率公示)」vs「掠夺式机制 (pay-to-win/不透明抽卡/人造痛点再卖解药/FOMO 暗黑模式)」; 把玩家福祉 (尤其未成年) 置于 LTV 之上, 多国已立法监管. 案例: 比利时/荷兰禁 loot box、中国要求抽卡概率公示, Deconstructor of Fun 拆解透明 vs 掠夺边界 (T06-S014 / T06-S017)。
10. **如果 玩法与叙事打架 (ludonarrative dissonance)**: 则 让叙事服务玩法或玩法服务叙事、选一个主导, 别让「剧情里他是和平主义者、玩法里他屠杀千人」式割裂破坏沉浸; 优先环境/系统叙事让故事从玩法里长出来. 案例: Clint Hocking 提出 ludonarrative dissonance (BioShock), Amy Hennig 角色驱动让玩法与故事交织 (T04-S015 / T01-S007)。

---



## 工具栈与选型决策树

> 注: 游戏设计工具栈横跨「引擎当原型载体 + 系统建模 + 文档沟通 + 原型/测试」, 一手 = 各厂商/作者官方文档 (manifest 多标 surrogate_primary "vendor docs", 引擎 GitHub root 与 .edu 例外为 verified)。最朴素的真相: 两个最基础的「工具」是**电子表格**和**纸**。工具栈年更, 心智模型年更慢——别把买齐工具/学会引擎当「会设计」。

### 3.1 必备层 (7 类工具, 几乎每个设计师都用)

| 类别 | 工具 | 用途 |
|------|------|------|
| 数值/平衡/经济 | 电子表格 (Excel / Google Sheets) | 数值策划/平衡/经济表的不光鲜真相——曲线/概率/掉落/成长全在表里 |
| 原型载体引擎 | Unity / Unreal / Godot | 不是当编程对象, 是当快速原型与玩法验证的载体 (灰盒/可玩 demo) |
| 系统/经济建模 | Machinations | 把核心循环/反馈环/经济流可视化建模, 实装前跑通防通胀 (Joris Dormans) |
| 设计文档/沟通 | Notion / Confluence / Miro / FigJam | GDD/one-pager/系统设计文档 + 白板理系统——沟通意图非圣经 |
| 叙事/分支原型 | Twine | 最快验证分支叙事/对话/任务结构 (零编程) |
| 桌面/纸面原型 | 纸 + Tabletop Simulator | 最便宜的玩法验证, 数字桌游原型与多人测试 |
| 数值曲线设计 | Desmos | 可视化设计成长/难度/伤害曲线 (线性/指数/分段) |

### 3.2 场景特化 (7 类, 不同子方向侧重不同)

1. **系统-经济设计**: Machinations (反馈环/经济建模) + 电子表格 (数值表) + Desmos (曲线)。
2. **关卡-遭遇设计**: ProBuilder / UE Modeling Mode (3D 灰盒) + Tiled (2D tilemap) + 引擎内 blockout 工具。
3. **叙事-任务设计**: Twine (分支原型) + ink (inkle, 脚本化叙事) + Yarn Spinner (对话, Unity 友好) + articy:draft (大型叙事数据库)。
4. **约束/学习型设计**: PICO-8 / Bitsy (受限调色板逼出设计聚焦, 练手与 game jam) + Construct / GameMaker (低代码原型) + Ren'Py (视觉小说)。
5. **playtest-玩家研究**: PlaytestCloud (招募 + 录屏) + GameAnalytics / Unity Analytics / Amplitude (留存/漏斗/热图遥测) + 现场观察协议 (看而不说)。
6. **桌游-卡牌设计**: nanDECK / Component Studio (批量制卡) + Tabletop Simulator (数字原型) + The Game Crafter (按需打印出版) + BoardGameGeek (机制术语 ground truth + 设计师日志)。
7. **F2P-live-ops 设计**: 经济模拟 (Machinations) + A/B 测试与遥测平台 + LiveOps 内容/活动配置工具 + 留存/转化数据看板。

### 3.3 新兴 / 实验层 (近 12 月起势, decay 多 high)

- **AI playtesting / 自动平衡 bot**: RL agent + 多智能体 LLM (如 RuleSmith 类, arXiv 2026 前后) 自动跑通关、找退化策略、预筛平衡问题——定位是**人工 playtest 的前置预筛与补充, 不替代真人观察** (AI 玩不出真人的情绪与困惑)。
- **Machinations 实时经济健康监控** — 把上线后的经济数据接回模型, 实时预警通胀/沉淀失衡 (厂商一手, 业内估口径)。
- **LLM 设计副驾** — ChatGPT/Claude 起草设计文档、头脑风暴机制变体、生成占位文本/任务描述——起草助手, 不替代玩法判断与 playtest 验证。
- **边界**: AI 加速「起草与预筛」, 不替代「find the fun」的真人 playtest、不替代设计判断——把 AI 跑出的「平衡」当终稿是新版「你不是你的玩家」(它也不是你的玩家)。生成式内容工具的设计含义 (海量程序内容如何保持有意义) 仍是未解难题。

### 3.4 选型决策树 (原则: 先有玩法与流程, 再选工具)

1. 还不知道「好不好玩」→ 先纸面/灰盒原型 (find the fun), 别先纠结选哪个引擎。
2. 要验证系统/经济会不会崩 → Machinations 建模 + 电子表格, 不是直接在引擎里硬调数值。
3. 要验证分支叙事/对话流 → Twine (零成本), 大型项目再上 ink/articy。
4. 要做 3D 关卡空间 → 引擎内灰盒/ProBuilder; 2D → Tiled。
5. 想练设计聚焦/参加 game jam → PICO-8/Bitsy 的约束逼出取舍, 比开放引擎更练设计。
6. 要知道玩家真实行为 → PlaytestCloud 录屏 + 遥测 (GameAnalytics/Amplitude), 不是看商店评论拍脑袋。
7. 已有重叠工具 (两个分析平台/多个文档工具) → 先整合再加新, 工具堆砌 ≠ 设计能力。

### 3.5 避坑清单 (≥ 5 条)

- **把「会引擎」当「会设计」**: Unity/Unreal 熟练是工程/实现能力, 不等于有玩法判断; 引擎放大执行力, 没设计判断时放大的是平庸。
- **跳过纸面/灰盒直接做美术**: 在没验证乐趣前投美术/内容, 是在错误地基上盖楼, 返工成本最高。
- **用 juice 盖住空洞玩法**: 屏震/粒子/特效堆满掩盖核心不好玩, 是化妆品不是手术。
- **数值表里硬调不建模**: 复杂经济不在 Machinations 建模就直接在引擎里试错, 通胀/snowball 问题晚发现晚救。
- **看商店评论/销量代替 playtest**: 评论是结果不是过程诊断, 玩家说的解决方案常错——要现场观察行为找卡点。
- **AI 跑出的平衡当终稿**: AI bot 预筛有用, 但它玩不出真人的困惑/情绪/钻空子, 不替代真人 playtest。

---



## 工作流 / Pipeline

> 详细 SOP + 失败模式见 `references/research/03-workflows.md` (8 个 W1–W8, 已生成对应 cli/workflow 脚本)。下列每个标注「资深路径」差异。

### 4.1 核心迭代「找乐趣」循环 (Core iterative find-the-fun loop)
入门 SOP: 写一句话核心玩法假设 → 做最便宜原型 (纸面/灰盒) → 玩它问「好玩吗」→ playtest 观察 → 据卡点迭代 → 找到乐趣再进生产。
- **资深路径**: 跳过 完整设计文档先行 (先验证再写文档); 优化 用约束工具 (PICO-8/纸) 把原型周期压到小时级; 额外 同时跑多个核心玩法变体并行验证 + 早早定「这游戏的乐趣到底是什么」一句话。

### 4.2 系统与经济建模 (Systems & economy modeling in Machinations)
入门 SOP: 画核心循环 (玩家每轮做什么) → 标每个资源的 source 与 sink → 在 Machinations 搭反馈环 → 跑模拟看通胀/snowball → 调参再实装。
- **资深路径**: 跳过 一上来在引擎里硬调数值 (先在模型里跑); 优化 用参数化模型快速扫多组数值; 额外 接上线遥测做实时经济健康监控 + 预设通胀阀门 (sink 调节杠杆) 应对长线运营。

### 4.3 关卡 / 遭遇设计 pass (Level / encounter design pass)
入门 SOP: 定关卡目标与节奏曲线 → 灰盒 blockout 空间 → 布遭遇/资源/telegraph → 灰盒 playtest → 调节奏 → 最后上美术。
- **资深路径**: 跳过 美术先行 (灰盒验证玩法再美术); 优化 用可复用的遭遇/空间模板加速; 额外 设计引导视线 (composition/leading lines) + 软硬门控 (lock-and-key) 节奏 + 为不同走法 (主线/探索) 分层设计。

### 4.4 游戏手感 / juice pass (Game feel & juice pass)
入门 SOP: 调输入响应 (latency/缓冲/coyote time) → 加动画反馈 (anticipation/follow-through) → 叠音效 + 屏震 + 顿帧 + 粒子 → 反复试到「空打都爽」。
- **资深路径**: 跳过 等美术完成再加手感 (灰盒就开始 feel pass); 优化 建可复用的反馈组件库 (屏震/顿帧曲线); 额外 为关键动作做差异化手感分级 + 警惕 juice 过度掩盖空洞玩法。

### 4.5 平衡与调优 pass (Balancing & tuning pass)
入门 SOP: 收集对局/遥测数据 → 找 dominant/degenerate 策略 → 调参 (nerf/buff) → playtest 验证 → 观察 metagame 健康度 → 迭代。
- **资深路径**: 跳过 凭感觉调数值 (用数据 + 观察双驱动); 优化 用 AI bot 预筛退化策略再人工确认; 额外 区分 transitive/intransitive 平衡 + 设版本迭代节奏 + 监控 metagame 是否被「解」(单一最优解出现)。

### 4.6 Playtesting 协议 (Playtesting protocol)
入门 SOP: 定测试问题 → 招代表性玩家 (非同事) → 看而不说让其自玩 → 录屏 + 记卡点不打断 → 测后访谈 (问感受不问方案) → 主题归纳 → 反馈设计。
- **资深路径**: 跳过 只测自己人/朋友 (要陌生代表性玩家); 优化 录屏 + 遥测代替全程盯; 额外 区分「玩家诊断 (常错) vs 症状 (永真)」+ 分新手/老手批次测 + 把卡点量化成趋势闭环到设计。

### 4.7 F2P / 长线运营循环设计 (F2P / live-ops loop & retention)
入门 SOP: 设计核心-元-经济三层循环 → 定留存钩子 (onboarding/养成/社交) → 设商业化点 (cosmetic/战令, 透明定价) → 配 live ops 内容节奏 → 监控 D1/D7/D30 留存与经济健康。
- **资深路径**: 跳过 把每个系统都做成付费点 (守透明 vs 掠夺边界); 优化 用经济模型预演长线通胀; 额外 设赛季/活动内容流水线 + 概率公示合规 (中国) + 主动剔除 FOMO 暗黑模式/pay-to-win 等掠夺机制。

### 4.8 新手引导 / FTUE 设计 (Onboarding / FTUE design)
入门 SOP: 列玩家必须学会的核心机制 → 排教学顺序 (一次一个) → 用玩法情境 teach-by-doing → 即时反馈 → 灰盒 playtest 看哪步卡 → 砍文字加体验。
- **资深路径**: 跳过 文字墙说明书 (teach by doing); 优化 把教学藏进精心设计的开局关卡 (马里奥 1-1 式); 额外 为不同熟练度玩家分流 (老手可跳/快进) + 监控前 10 分钟流失点。

---



## 表达 DNA

### 5.1 高频黑话 / 内行用语
core loop / meta loop / mechanics-dynamics-aesthetics (MDA) / interesting decision / dominant strategy / degenerate strategy / second-order design / possibility space / emergence / theory of fun / skill atom / game feel / juice / screenshake / hitstop / coyote time / blockout (greybox) / telegraph / pacing / lock-and-key / flow channel / Bartle types / FTUE / teach by doing / cognitive load / sink/source / faucet-drain / feedback loop / snowball / rubber-banding / transitive/intransitive balance / nerf/buff / ludonarrative dissonance / vertical slice / paper prototype / find the fun / scope creep / D1/D7/D30 retention / gacha / loot box / battle pass / dark pattern。

### 5.2 外行破绽 (outsider-tells)
- 把「游戏设计」等同于「会用 Unity/会编程」(那是实现, 不是设计)。
- 把「aesthetics」(MDA 里指玩家感受) 误读成「美术好看」。
- 把「positive feedback loop」误读成「正向鼓励」而非「自我放大的雪球」。
- 觉得灰盒「没做完/很丑」(不懂 fun-before-art)。
- 把「ludonarrative dissonance」当装逼词随便用。
- 把任何随机掉落都叫「gacha」。
- 觉得手感是「美术做漂亮自然就有」。
- 觉得难度就是「数值调高」(不懂心流通道与技能匹配)。
- 把设计师当「出点子的人」(不懂 find the fun 的试错纪律 + playtest 真理)。

### 5.3 厂商/外行话术拒绝 (the field rejects)
- "加个每日任务逼他们天天上线就行" (强迫循环武器化, 不是参与度设计)。
- "抽卡概率不用写太清楚" (掠夺 + 多国违规)。
- "直接卖战力玩家肯定氪" (pay-to-win 破坏竞技完整性)。
- "这个选择看着多其实最优解只有一个没关系" (伪深度/illusion of choice)。
- "tutorial 写一堆文字让他读" (反 teach-by-doing)。
- "手感不重要先把内容堆上去" (无视 game feel)。
- "无障碍以后再说不影响发售" (排斥真实玩家)。
- "抄个爆款换皮最快" (系统性剽窃)。
- "gamification 加个进度条/徽章就有沉浸感了" (浅层 gamification 挤出内在动机)。

### 5.4 对话样本库 (industry voice 实战语料)
- "What's the core loop, and is the decision in it interesting or a no-brainer?"
- "Greybox it first — fun before art. Does it play well as boxes?"
- "This needs more juice. Add some screenshake and hitstop."
- "Are they in the flow channel, or are they bored / anxious?"
- "Watch what they do, don't ask what they think — don't lead the witness."
- "You are not your player. Where did the playtester actually get stuck?"
- "What's the sink for this resource? This economy will inflate."
- "That's a dominant strategy. Kill it or give it a cost."
- "This compulsion loop is exploitative, not engaging — and the gacha rates need to be transparent."
- "Find the fun first. We're polishing a prototype that isn't fun yet."

---



## 质量基准 + 反模式

### 6.1 什么算「好」 — 5 条可验证基准
1. **核心玩法本身好玩**: 灰盒/纸面状态 (无美术) 下就有人想再玩一次; fun 在地基不在装饰。
2. **决策是有意义的**: 关键选择有真实取舍、无显然最优解 (dominant strategy) 与陷阱选项, 经平衡验证。
3. **难度待在心流通道**: 挑战匹配技能成长曲线, 有难度分流/动态调节照顾不同玩家, 流失点经数据校准。
4. **手感经打磨**: 输入响应 + 反馈层 (动画/音效/屏震/顿帧) 让关键动作「爽」, 不是靠美术自动产生。
5. **经真实玩家验证**: 设计假设经代表性玩家 playtest (看行为找卡点), 不是设计师自评或商店评论拍脑袋。

### 6.2 反模式 — 11 条必避免 (游戏设计伦理/职业 anchor, 不软化)
1. **掠夺式商业化当中性选择**: gacha/loot box 利用赌博心理 (可变奖励 + 沉没成本 + near-miss), 多国立法监管 (比利时/荷兰禁、中国要求概率公示); 把最大化 LTV 凌驾玩家福祉 (尤其未成年/易成瘾) 是有真实伤害的设计。区分透明商业化 vs 掠夺机制, 不把后者包装成「便利」。
2. **暗黑模式 (dark patterns)**: 人造 FOMO (限时焦虑)/confirmshaming/虚拟币双重兑换混淆真实金额/pay-to-skip 人造痛点/强制社交压力——利用认知偏差牟利, 不是参与度设计; 好 UX 帮玩家达成自己目标, 暗黑模式让玩家做违背自身利益的事。
3. **强迫循环 / Skinner box 武器化**: 把可变比率奖励脱离「有意义游玩」纯当留存工具 (每日任务焦虑/streak 损失厌恶/登录绑架), 是把行为心理学武器化; 区分内在精通乐趣 vs 外在强迫义务感。
4. **pay-to-win 破坏竞技完整性**: 在 PvP/排名游戏卖战力 (而非 cosmetic/便利) 把技能竞争变消费竞争, 摧毁竞技意义与社区信任。
5. **支配/退化策略/false choice 当难度**: 存在显然最优解或永远陷阱选项时, 那个「选择」是伪深度; 把 illusion of choice 当深度卖给玩家是欺骗。
6. **忽视无障碍 (accessibility)**: 把色盲模式/可重映射/字幕/难度选项当「以后再说」或「稀释艺术愿景」是排斥真实玩家群体; 业界 (Xbox 无障碍指南/Game Accessibility Guidelines) 已作专业基线。
7. **系统性抄袭 / 克隆抢发**: 类型惯例 (permadeath/二段跳) 是共享设计语言可借鉴; 但像素级克隆他人独特创新 (尤其抢在原作前发 + 误导玩家) 是剽窃, 伤害原创者。
8. **用 juice 掩盖空洞玩法**: 屏震/粒子/特效堆满盖住核心不好玩, 是化妆品不是手术——find the fun 才是地基。
9. **跳过 playtest 凭自评**: 「我觉得好玩」无效 (你不是你的玩家), 不用真实玩家观察验证的设计是自嗨。
10. **范围蔓延 (scope creep) 制造 crunch**: 不切实际的愿景/反复推翻直接制造强制超时加班; 把「为艺术燃烧」浪漫化掩盖对开发者健康的真实伤害; 负责任的设计含范围纪律。
11. **「游戏化 (gamification)」万能论**: 给非游戏场景贴点数/徽章/排行榜不等于有意义或好玩, 浅层 gamification 常让外在动机挤出内在动机 (over-justification); 「把世界变成游戏」极难不是加个进度条 (Jane McGonigal 乐观叙事被批过度承诺, 标 secondary 边界讨论非人身攻击)。

---



## 智识谱系

游戏设计不是单一学派, 是几条相互借用又分歧的流派交织 (奠基 → 当代代表 → 核心分歧):

1. **形式主义 / 学术游戏研究** (Johan Huizinga《Homo Ludens》/ Bernard Suits《The Grasshopper》→ Katie Salen & Eric Zimmerman《Rules of Play》/ Jesper Juul《Half-Real》)——游戏作为规则系统与「魔法圈」, 严谨定义「什么是游戏/游玩」。核心分歧: magic circle 是否真的「封闭」(现实与游戏的边界是否那么干净)。
2. **体验主义 / 透镜派** (Chris Crawford《The Art of Computer Game Design》1984 奠基 → Jesse Schell《Art of Game Design》100+ 透镜 / Raph Koster《Theory of Fun》)——设计的是体验, 用多视角/心理学审视。与形式派分歧: 实践直觉与体验 vs 形式定义与系统。
3. **系统 / 涌现派** (Will Wright 软件玩具/可能性空间 → Ernest Adams & Joris Dormans《Game Mechanics》机制形式化 / Daniel Cook skill atom / Tynan Sylvester 涌现叙事)——游戏是互动系统, 涌现 > 脚本, 可建模。分歧: 形式建模 (Dormans/Machinations) vs 直觉调优。
4. **决策 / 不确定性派** (Sid Meier「一连串有趣的决策」/ Greg Costikyan《Uncertainty in Games》)——游戏核心是有意义的决策与不确定性。与竞技派交叠但更偏单人/策略体验。
5. **竞技 / 平衡派** (David Sirlin《Playing to Win》/ Ian Schreiber《Game Balance》/ Richard Garfield 正交设计·MTG)——为高手与公平竞争设计, 猎杀退化策略, 数学化平衡。分歧: 为高手优化 vs 为大众心流 (1.4)。
6. **玩家-UX / 认知派** (Celia Hodent《The Gamer's Brain》/ 陈星汉 Jenova Chen 心流情感设计)——用认知科学与心理学服务玩家, UX 伦理底线 (反暗黑模式)。当代最强的「设计为玩家服务非操纵玩家」道德锚。
7. **桌游 / 卡牌派** (Reiner Knizia 数学优雅·Euro / Richard Garfield 随机与经济·MTG / Brenda Romero「机制即信息」)——纯机制设计 (无引擎/手感变量), 经济与平衡的最纯粹试验场; Euro (机制/效率) vs Ameritrash (主题/叙事) 风格分野。
8. **日本作者派 / 可玩性优先** (Shigeru Miyamoto 玩乐感·体验倒推 / Masahiro Sakurai risk-reward·普世可玩性)——从「好玩的瞬间」与广泛可玩性出发的作者设计哲学, 主要通过作品 + GDC/译制访谈 + Sakurai 本人 YouTube 传播。
- **设计教育枢纽 (跨流派)**: Mark Brown (Game Maker's Toolkit) / Extra Credits / Soren Johnson (Designer Notes)——把上述流派的设计思想拆解、传播、教学的节点, 价值在放大与连接而非原创框架; F2P 实践拆解枢纽 Deconstructor of Fun。

---



## 诚实边界

1. **信息截止 2026-05-21**: 工具栈 (Section 3.3 AI/经济建模) 与「近期变化」衰减最快 (3-6 月), 心智模型 (Section 1) 与谱系 (Section 7) 年更慢; F2P 监管 (loot box/概率公示) 是活跃变量。
2. **不能替代真实开发经验**: 本 OS 给的是这行的思维镜片与决策启发式, 不替代真正做出/打磨/上线过一个游戏的实战手感——尤其「find the fun」与手感调校是高度经验性的。
3. **公开信息有偏差**: 游戏设计 thought leadership 有强「成功作品发声、失败沉默」偏差; 大量 F2P 留存/转化数字 (D1/D7/D30、鲸鱼贡献占比) 是机构自陈或第三方估算 (业内估口径), 已标边界不当独立验证; 商业机密多不公开 (尤其数值/经济具体参数)。
4. **locale 偏英文 (结构性)**: 游戏设计「学科思想」~90%+ 一手在英文圈 (canon 全英文/figures 多英文 + 日本作者经译制与本人 YouTube)。**中国游戏产业体量巨大但「游戏设计作为公开思想学科」薄**——数值/商业化 know-how 多为内部机密或散在黑名单平台 (知乎/公众号/CSDN/机核 UGC); 中国一手设计思想最强代表是陈星汉 Jenova Chen, 但其核心材料 (USC《Flow in Games》论文 + GDC/TED) 主要是英文。本 skill 的 zh-CN 维度刻意标弱, 任何市场的资深设计师仍以英文 canon 为共同参照系。
5. **一手率口径**: manifest first-hand 比例高 (公开 manifest 工具实测约 90%+), 但其中绝大多数是 surrogate_primary——游戏设计一手几乎全在 .com/.io/.net 作者裸域 + GDC Vault + 作者/权威设计频道 YouTube + 出版书页 (source_verifier 默认判 secondary/unknown), 经人工核为作者/会议/出版/厂商一手后标 surrogate "vendor docs"; 仅 .edu 学术 (USC/NYU/MIT Press/CMU) 与引擎 GitHub root 自动 verified。这是域名规则的结构性产物, 非数据薄。
6. **子领域侧重差异**: 本 OS 跨电子游戏 (AAA/独立/手游) 与桌游, 但不同子领域对各模型权重不同——纯叙事游戏弱化「有趣的决策」(1.2)、桌游无「手感」(1.6)、休闲放置游戏的乐趣不全是「学习」(1.3); 套用前先判子领域与类型。
7. **设计 ≠ 程序/美术/制作/生意**: 本 skill 只覆盖设计 (规则/系统/机制/体验), 不覆盖引擎编程/图形/美术/项目管理/发行营销/电竞运营; 真实做游戏需要这些协同, 设计师要懂边界但本 OS 不替代它们。

---




## Time-decay Registry

This skill's modules decay at different speeds. Re-run `update 大师 {slug}`
when the dates below cross the recommended cadence (see references/extraction-framework.md § 八).

| Module | last_updated | decay_risk | Recommended refresh cadence |
|--------|-------------|-----------|---------------------------|
| Mental models | last_updated: 2026-05-21 | decay_risk: low | 1-2 years |
| Standard playbook | last_updated: 2026-05-21 | decay_risk: low | 6-12 months |
| Tool stack | last_updated: 2026-05-21 | decay_risk: high | 3-6 months |
| Workflows / pipeline | last_updated: 2026-05-21 | decay_risk: high | 3-6 months |
| Expression DNA | last_updated: 2026-05-21 | decay_risk: low | 6-12 months |
| Sources (Track 5) | last_updated: 2026-05-21 | decay_risk: medium | 6 months |
| Glossary / standards / regulations | last_updated: 2026-05-21 | decay_risk: medium | 6 months (regulations may force sooner) |
| Intellectual genealogy | last_updated: 2026-05-21 | decay_risk: low | 1-2 years |
| Honest boundaries | last_updated: 2026-05-21 | decay_risk: low | re-assess each refresh |

last_updated values reflect the synthesis date. Individual research notes in
`references/research/` may have more granular last_checked dates per item.
