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@@ -13,6 +13,7 @@ It sounds nice to provide an open world where the player can set out after his o
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No matter what philosophy the game designer has, though, a player will do what he wants to do, even if it has nothing to do with the goal of the game. For example, roleplayers are prominent members of MMO communities, and they might never max out a character or finish the main storyline. They throw out all the game designers' work and focus on finding the perfect backdrop and acting out their own scene instead. There are plenty of screensaver simulators and 3D chat servers out there for them, but they turn up in "real" goal-driven games, too. There are touches of this aberrant behavior in everyone who doodles with bullet holes, names their character something funny to harvest out-of-context dialog screenshots, or hoards a useless item. <br>
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<h2>players do whatever they want anyway </h2><br>
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So in a way, game designers really don't need to design a goalless game. They can trust players to forge their own fun from even the most rigid hallway simulator. In my opinion, deliberately not designing goals runs the greater risk of making players too lost, bored, or overwhelmed to find their own fun or not even finding incentive to try the game in the first place. A better approach is in the middle, building towards a purpose while taking a tip from goalless games by filling the world with choices, interesting tools, and interactibles that are fun for fun's sake. At the end of the day, though, obviously do what works for your players! <br>
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Last updated January 12, 2022
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