The Three Types of Objectives in Games
Objectives are the key element of games that inform a player’s motivations. “What am I trying to accomplish in this game and how am I going to do that?” Is the central question when sitting down to play a game and the first part of that sentence, “what am I trying to accomplish” informs all the decisions a player will make during the course of play.
Given the vital role that objectives play in shaping a player’s experience of a game’s decision space I felt compelled to step back and interrogate how I think about them. To this end I believe there are three types of objectives in games:
Solitary Objectives: a player's motivations are shaped by the pursuit of a sole objective.
Solitary objectives provide direction but not tension, these games rely on their systems to spawn tension in pursuit of the solitary objective.
Juxtaposed Objectives: pursuit of one objective comes at the opportunity cost of pursuing another. When objectives are juxtaposed the game encourages the player to pursue this objective OR that objective. Efficiency in these systems comes from pursuing the correct goal for a player in a given position
Juxtaposed scoring done poorly can create decision spaces with many choices but few interesting decisions.
Juxtaposed scoring done well can create deep and interesting decision spaces where trade offs are necessary and force players down particular strategic paths
Overlaid Objectives: when progress towards objectives can be pursued at the same time, for example, a strong action in the game will progress the player towards multiple objectives at once. Efficiency comes from maximizing the total progress towards all goals.
Overlaid objectives amplify the importance of efficiency of individual reactions with regards to all possible objectives. Players must consider this objective or that objective, and this objective and/or that objective
Certainly not all games will sort cleanly into one bucket or another. However, I suspect this lens will be useful when thinking about a game to interrogate how its objectives are structured and how that in turn impacts its decision space. Here are some concrete game-based examples:
At the same time players are working on creating patterns of animals they’re building a habitat by adding hexes to your board. The habitat puzzle is overlaid onto the animal puzzle. Progress towards scoring points in habitat can and must be (to score well) aligned with a player’s animal progress. Cascadia provides the player with flexibility towards pursuing its juxtaposed goals (nature tokens that can be spent to bend the rules about which animal token one takes) but is rigid with regards to its overlaid habitat puzzle.
Cities score when completely surrounded by tokens and give points to players based on adjacent token types AND for each token of those types connected by a chain of the player’s tokens to that city. The changing mechanic overlays the city scoring onto the ziggurat and farming paths. What does this mean? Some games of Babylonia play out in a way that moves the game’s decision space toward one of juxtaposed objectives as players get in each other’s way, blocking large chains, and prevent the different paths from being connected and therefore overlaid. While in other games of Babylonia these paths do become connected and so the objectives themselves are overlaid. The core spark of Babylonia rests in part on the tension created by the possibility for its juxtaposed scoring objectives to become overlaid.
Written by Decision Space co-host, Brendan Hansen