Skill Feature Explained

PA Skill Machines • Chapter 3

Skill Feature Explained

The “skill feature” is what differentiates PA Skill machines from pure chance-based games. This chapter dissects the mechanics, forms, and evaluation of the skill step, showing why it matters and how it should be implemented.

Read time: 20–25 min
Category: Gameplay Design
Version: v1.0

Definition

The skill feature is a determinative, repeatable, and outcome-relevant player action that modifies or finalizes a round result. Without it, the device would be chance-only and not meet the skill criteria.

Key test: Can a trained player consistently achieve better outcomes than a novice? If yes, the feature qualifies as determinative skill.

Forms of Skill

Pattern Recognition

Players identify the optimal swap, line, or sequence in a limited time. Success requires recognition and decision speed.

Target Selection

Choosing tiles or symbols from hidden sets. Correct picks yield higher payouts, wrong picks reduce potential.

Memory/Recall

Remembering symbol positions or sequences across flips. Better recall improves payout tiers.

Illustrative Examples

Game TypeSkill FeatureOutcome Impact
Grid PuzzleOne swap allowedCan increase lines from 1 to 3
Hidden TilesSelect 3 of 9Correct picks yield higher sum
Sequence MemoryRecall 5 symbols in orderMore correct = higher payout tier
A genuine skill feature always changes the probability distribution of payouts, not just the theme.

Design Standards

  • Clear instructions and visible feedback.
  • Reasonable time limits (5–10 seconds typical).
  • Deterministic mapping of input to outcome.
  • Practice should measurably improve performance.
Well-designed skill steps create a sense of agency and mastery. Poorly designed ones feel random and undermine player trust.

Fairness & Balance

Skill should improve outcomes within limits, but not allow guaranteed profit. Balance comes from payout tables, timer length, and difficulty calibration.

  • Fairness: All players see the same prompt and rules.
  • Balance: Mastery raises expected value, but margins remain capped.
  • Testing: Simulate play at different mastery levels to verify outcome curves.
If mastery collapses house edge to zero or negative, the design fails. Conversely, if mastery changes nothing, skill is cosmetic.

Auditing the Skill Step

  1. Review logs: confirm player input changes outcome deterministically.
  2. Replay round: apply different inputs to the same base state.
  3. Verify difficulty: success rates improve with training, not luck.
Auditing ensures the skill element is real, consistent, and measurable.

Player Experience

Positive UX

  • Clear prompt and timer.
  • Visible reward for correct action.
  • Replayability with learning curve.

Negative UX

  • Ambiguous inputs.
  • Unrealistic time limits.
  • No perceptible difference in outcomes.

FAQ

Is tapping a “collect” button a skill feature?

No. Skill must affect outcome, not just accept it.

Can skill be reflex-based?

Yes, but timers must be balanced so human cognition, not random twitch, decides success.

How do regulators test skill?

They audit logs and simulate different input paths to ensure determinism and measurable effect.