If the player does not understand the rules, the goal of the game, or the currently available means to that goal, he may feel lost or confused, and will not enjoy the game.
The name and inspiration for this rule come from Better_By_Design?, March 2002.
In order to follow a goal, the player must understand the rules of the game. (SimpleAsPossible) In order to formulate a goal (Intention), the player must have an even better understanding of them.
In order for the short term goals to be truly clear, there must be some relation to the final goal. If the short term 'goal' seems meaningless, it's purpose will not be clear. Similarly, in order to formulate and choose between possible goals, it must be clear how each advances the final goal of the game.
Examples:
- Each of Puerto_Rico?'s roles has a clear goal: choose a building, choose a field, distribute people, and so on. Likewise, when the player's turn to pick a role comes around, one of his short term goals is simply 'pick a role.' Which role he picks will be informed by other short and long term goals: 'maximize trade value,' 'build corn shipping empire,' or simply 'get money'.
- Castle_of_Magic? provides each player with a clear long term goal, which then informs more intermediate goals such as 'get crown points' and 'silence the bell.' The game usually starts with 'improve character' and 'gather information,' and 'build alliances' is often necessary to have a good score.
- Formula_De? provides simply 'get ahead' and 'survive the next corner.' ;^)
- Half-Life levels frequently have a clear goal (a door marked 'Exit' on the other side of some impassable obstruction)
Therefore, provide the player with a clear, CompellingGoal at every stage of the game.
Corollaries
- Make the first action [of the game] painfully obvious.
CategoryGoodIdea