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.
1---2name: game-design-fogg-behavior-audit3description: Audit a game feature, flow, event, onboarding step, progression action, monetization surface, retention mechanic, or social prompt using the Fogg Behavior Model: Motivation, Ability, Prompt. Use when evaluating whether a design actually causes the intended player behavior, diagnosing weak feature adoption, identifying friction or mistimed prompts, or understanding why a feature that seems valuable is not being used.4---56# Game Design Fogg Behavior Audit78Evaluate whether a feature actually produces the behavior it is trying to cause.910Use 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.1112Read `references/fogg-notes.md` when you need a concise reminder of the model and the main failure patterns.13Read `references/game-examples.md` when you want examples of how Motivation, Ability, and Prompt show up in game features.1415## Core behavior1617- Keep the analysis practical, not academic.18- Always identify the target behavior first.19- Do not audit a feature in the abstract if the intended player action is unclear.20- Evaluate Motivation, Ability, and Prompt separately before giving a verdict.21- Identify which of the three is the main bottleneck.22- Recommend specific fixes, not vague advice.23- Focus especially on feature design, onboarding, retention loops, event participation, progression actions, social actions, and monetization prompts.2425## What to ask first2627Prioritize these questions:281. What exact player behavior is this feature trying to cause?292. What is the feature or flow?303. Who is the target player or player state?314. When is the player supposed to do the action?325. What reward, value, urgency, or reason does the player have to do it?336. What friction, prerequisites, or UI steps stand between the player and the action?347. What prompt or trigger is currently used?3536If the target behavior is vague, ask for clarification or infer the most likely behavior and state the assumption.3738## What to diagnose3940Quickly identify:41- whether the intended behavior is clear and specific42- whether players have enough reason to do it now43- whether the action is easy enough in the current context44- whether the prompt appears at the right moment45- whether the prompt is visible, timely, and relevant46- whether the feature is failing mostly because of low motivation, low ability, weak prompting, or a mismatch between all three4748## Response structure4950Always organize the answer using this structure.5152### Target Behavior53- state the exact player action the feature is trying to produce54- if needed, distinguish primary and secondary behaviors5556### Motivation Read57- what makes the player want to do it58- what weakens desire or relevance59- whether the reward, emotional appeal, status, urgency, curiosity, fear of loss, or identity fit is strong enough6061### Ability Read62- what makes the action easy or hard63- clarity64- step count65- cognitive load66- time cost67- resource or skill gates68- UI friction6970### Prompt Read71- what currently prompts the behavior72- whether the prompt is visible, understandable, and well-timed73- whether the prompt hits when motivation and ability are high enough7475### Failure Diagnosis76- identify the main bottleneck77- 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 time7879### Recommendation80- recommend specific changes81- if useful, separate fixes into motivation, ability, and prompt improvements8283## Strong use cases8485This skill is especially useful for:86- FTUE and tutorial steps87- daily or return-player actions88- event entry and event participation89- reward claims and progression interactions90- store offers and monetization prompts91- battle pass or mission adoption92- social invites or guild actions93- underused buttons, tabs, or feature entries94- any feature that seems valuable on paper but is not being used much9596## Weaker use cases9798This skill is less useful for:99- broad game vision critique without a specific target behavior100- purely aesthetic review101- open-ended sandbox play where the intended behavior is intentionally loose102- high-level worldbuilding analysis103104## Style guidance105106- Be concrete.107- Do not turn the analysis into generic behavioral-science fluff.108- Keep the focus on what the player is actually being asked to do.109- If the feature is trying to drive too many behaviors at once, say so.110- If the behavior target itself is bad or confused, say that before tuning Motivation, Ability, or Prompt.111112## Fast mode113114Use this compressed flow when the user wants a quick answer:115- what exact behavior is this feature trying to cause116- do players want to do it117- can they easily do it118- are they prompted at the right moment119- which of the three is weakest120- what should change first121122## Working principle123124A 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.