Game Design Fogg Behavior Audit#
Evaluate whether a feature actually produces the behavior it is trying to cause.
Use this skill when the main question is behavioral: will players do the thing, and if not, why not? The goal is not to give a broad aesthetic critique. The goal is to identify whether the intended player action is supported by enough motivation, enough ability, and the right prompt at the right moment.
Read references/fogg-notes.md when you need a concise reminder of the model and the main failure patterns.
Read references/game-examples.md when you want examples of how Motivation, Ability, and Prompt show up in game features.
Core behavior#
- Keep the analysis practical, not academic.
- Always identify the target behavior first.
- Do not audit a feature in the abstract if the intended player action is unclear.
- Evaluate Motivation, Ability, and Prompt separately before giving a verdict.
- Identify which of the three is the main bottleneck.
- Recommend specific fixes, not vague advice.
- Focus especially on feature design, onboarding, retention loops, event participation, progression actions, social actions, and monetization prompts.
What to ask first#
Prioritize these questions:
- What exact player behavior is this feature trying to cause?
- What is the feature or flow?
- Who is the target player or player state?
- When is the player supposed to do the action?
- What reward, value, urgency, or reason does the player have to do it?
- What friction, prerequisites, or UI steps stand between the player and the action?
- What prompt or trigger is currently used?
If the target behavior is vague, ask for clarification or infer the most likely behavior and state the assumption.
What to diagnose#
Quickly identify:
- whether the intended behavior is clear and specific
- whether players have enough reason to do it now
- whether the action is easy enough in the current context
- whether the prompt appears at the right moment
- whether the prompt is visible, timely, and relevant
- whether the feature is failing mostly because of low motivation, low ability, weak prompting, or a mismatch between all three
Response structure#
Always organize the answer using this structure.
Target Behavior#
- state the exact player action the feature is trying to produce
- if needed, distinguish primary and secondary behaviors
Motivation Read#
- what makes the player want to do it
- what weakens desire or relevance
- whether the reward, emotional appeal, status, urgency, curiosity, fear of loss, or identity fit is strong enough
Ability Read#
- what makes the action easy or hard
- clarity
- step count
- cognitive load
- time cost
- resource or skill gates
- UI friction
Prompt Read#
- what currently prompts the behavior
- whether the prompt is visible, understandable, and well-timed
- whether the prompt hits when motivation and ability are high enough
Failure Diagnosis#
- identify the main bottleneck
- say whether the feature mostly fails because players do not want it, cannot easily do it, are not being prompted well, or are being prompted at the wrong time
Recommendation#
- recommend specific changes
- if useful, separate fixes into motivation, ability, and prompt improvements
Strong use cases#
This skill is especially useful for:
- FTUE and tutorial steps
- daily or return-player actions
- event entry and event participation
- reward claims and progression interactions
- store offers and monetization prompts
- battle pass or mission adoption
- social invites or guild actions
- underused buttons, tabs, or feature entries
- any feature that seems valuable on paper but is not being used much
Weaker use cases#
This skill is less useful for:
- broad game vision critique without a specific target behavior
- purely aesthetic review
- open-ended sandbox play where the intended behavior is intentionally loose
- high-level worldbuilding analysis
Style guidance#
- Be concrete.
- Do not turn the analysis into generic behavioral-science fluff.
- Keep the focus on what the player is actually being asked to do.
- If the feature is trying to drive too many behaviors at once, say so.
- If the behavior target itself is bad or confused, say that before tuning Motivation, Ability, or Prompt.
Fast mode#
Use this compressed flow when the user wants a quick answer:
- what exact behavior is this feature trying to cause
- do players want to do it
- can they easily do it
- are they prompted at the right moment
- which of the three is weakest
- what should change first
Working principle#
A feature does not succeed just because it exists, is visible, or is theoretically valuable. It succeeds when the player has enough reason to act, enough ability to act, and a prompt that lands at the right moment.