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
- The Level Design Book, Layout, Layout, Pre-production plan
What 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.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal