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Goal

Ensure players always know what goals or objectives they’re supposed to be working toward at any point during gameplay.

Overview

Remembering current objectives is hard for many reasons — memory or attention conditions, distractibility, or just not having played the game in a while. Every player benefits from being able to look up:
  • What they should do next
  • How far they’ve come
  • What the story so far is

Scoping questions

  • Does progress require completing tasks (visit locations, talk to NPCs, take specific actions)?
  • Does progress require collection (4/4 keys, crafting prerequisites)?
  • How many things must the player remember at once, and for how long?
  • Is a long ongoing narrative critical?
  • Are the environments large and complex?

Implementation guidelines

Reviewable tasks and objectives

  • Players can review current tasks and objectives at any time. Descriptions are clear and prescriptive (Unblock the obstructed laser, not Fix the thing).
  • Include a log-style list of everything completed to date, ideally separated by main vs side quests.

Directional guidance

  • Offer optional waypoint or path markers, hints, and directional cues when the player has made no progress after a period of time.
  • Guidance features may be included as part of difficulty presets.

Progress descriptions

  • Give clear numeric progress toward prerequisites (15/20 skulls collected, 3 of 5 hidden switches found) plus overall area-completion percentages.

Interruption control

  • Notifications and side-quest prompts not related to the current objective can be postponed or suppressed by the player.

Narrative recap

  • Provide a way to revisit the game’s narrative — replay cutscenes, view a written summary, or auto-show a “story so far” on launch.

Descriptive saves

  • Save files include a screenshot, timestamp, location, and brief summary of progress and objectives.

Tutorials

  • Provide gameplay tutorials that explain or demonstrate core mechanics.
    • Tutorials are interactive (playing through mechanics in a real or simulated context) or provided as video demonstrations.
    • Static control-scheme screens are not tutorials.
    • Tutorials are available on-demand at any point in the game, even after completion.
    • Provide subtitles for tutorials with voiceover, narration, or dialogue.

Potential player impact

Resources

Last modified on August 1, 2026