Knob

Experience goal

You might say: player experience goal, design goal

An experience goal states what the player should learn, feel or do in a level.

What it does
Gives layout, pacing and encounter choices a target instead of letting geometry dictate the experience.
Ask
What should the player learn, feel, or do here?
Typical
Specific teaching or feeling goals are easier to design than broad aspirations; a goal may be concrete or abstract.
Trouble
A level has a pile of mechanics or rooms but no shared purpose, so playtest observations cannot tell which outcome is intended.

Sources

  1. The Level Design Book, Layout, Layout, Pre-production planWhat should the player learn, feel, or do, in this level?

Use it on your project

teardown-apply: hold "Experience goal" (level-experience-goal) from the teardown at https://teardownatlas.com/game-design/ against my project

Paste it into a coding agent that has the teardown skills.

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