DEV Community

Fran Tufro
Fran Tufro

Posted on • Originally published at onwriting.games on

the objective

The player generally has a clear goal, and uses the game mechanics to achieve that objective.

Sometimes it is very explicit, like "Collect 20 bat wings".

But other times, it is not so explicit, to the point that there are games where the objective is simply to go through the experience, as is the case with walking simulators.

When we design our stories, we want to make a decision regarding the objective.

Is exploring the options a sufficient objective to entertain the player?

Do we want to make the objective explicit?

Do we want multiple specific objectives that unlock in different branches?

Or do we not want the player to have anything else in mind other than our story?

Do we have micro-objectives or more long-term ones?

PS: I'm dealing with a burnout crash. This is a known cycle for me (as it is for many ADHDers), I load up on commitments and then crash. That means that I have to navigate my energies as better as I can. I'll try to write every day, but I can't promise it right now, hope you're still happy with what I write and stick with me. Have a great week!

AWS Q Developer image

Your AI Code Assistant

Ask anything about your entire project, code and get answers and even architecture diagrams. Built to handle large projects, Amazon Q Developer works alongside you from idea to production code.

Start free in your IDE

Top comments (0)

Sentry image

Hands-on debugging session: instrument, monitor, and fix

Join Lazar for a hands-on session where you’ll build it, break it, debug it, and fix it. You’ll set up Sentry, track errors, use Session Replay and Tracing, and leverage some good ol’ AI to find and fix issues fast.

RSVP here →

👋 Kindness is contagious

Please leave a ❤️ or a friendly comment on this post if you found it helpful!

Okay