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!
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