The structure of the objectives of a game must be clear, but also and above all exciting.
At the time of classic arcade games, players had to pass the level and get the highest score. This was exciting in that context, where one could brag to friends or show off one’s prowess.
The console age built on that, adding storytelling over the years. Also in other contexts, the players could comment on their achievements. I remember phone calls with friends to explain how to beat a Weapon in Final Fantasy VII. Strategy guides and magazines with reviews were popular. And it was like this thanks to this desire to understand and discover new exciting goals to achieve.
Social games have summed up all this past, allowing us to collaborate to achieve goals. The metagame concept has developed, you can reach certain objectives even without playing. The experience allows even casual players to take part in something fun. There was also a cleaning up of objectives that were getting too complex. This is thanks to understanding and profiling players.
As game designers, we must always ask ourselves where they will play and how much time they will want to invest.
Fun fact: the most engaged casual players and those who will spend the most will
- come back every day (regulars)
- come for a minute, but stay for an hour.