Level 3.1.2: Objectives (Goals)
Objectives (Goals)
What is the object of the game? What are the players trying to do? This is often one of the first things you can ask yourself when designing a game, if you’re stuck and don’t know where to begin. Once you know the objective, many of the other formal elements will seem to define themselves for you. Some common objectives (again, this is not a complete list):
- Capture/destroy. Eliminate all of your opponent’s pieces from the game. Chess and Stratego are some well-known examples where you must eliminate the opposing forces to win.
- Territorial control. The focus is not necessarily on destroying the opponent, but on controlling certain areas of the board. RISK andDiplomacy are examples.
- Collection. The card game Rummy and its variants involve collecting sets of cards to win. Bohnanza involves collecting sets of beans. Many platformer video games (such as the Spyro series) included levels where you had to collect a certain number of objects scattered throughout the level.
- Solve. The board game Clue (or Cluedo, depending on where you live) is an example of a game where the objective is to solve a puzzle. Lesser-known (but more interesting) examples are Castle of Magic and Sleuth.
- Chase/race/escape. Generally, anything where you are running towards or away from something; the playground game Tag and the video gameSuper Mario Bros. are examples.
- Spatial alignment. A number of games involve positioning of elements as an objective, including the non-digital games Tic-Tac-Toe and Pente and the video game Tetris.
- Build. The opposite of “destroy” — your goal is to advance your character(s) or build your resources to a certain point. The Sims has strong elements of this; the board game Settlers of Catan is an example also.
- Negation of another goal. Some games end when one player performs an act that is forbiden by the rules, and that player loses. Examples are the physical dexterity games Twister and Jenga.
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