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Multiple Goals

Multiple goals in game design refer to the inclusion of multiple objectives or targets that players can pursue simultaneously or sequentially within a game. It provides players with a range of choices, allowing them to prioritize and pursue different paths or objectives based on their preferences or playstyles. Multiple goals add depth, replayability, and strategic decision-making to the gameplay experience, giving players a sense of agency and customization. They can include narrative goals, completionist objectives, competitive achievements, or personal milestones that contribute to player progression and satisfaction.

Multiple Goals - Age of Empires II

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Multiple goals in game design refer to an approach where players are presented with and encouraged to pursue various objectives or achievements within the game. This design strategy introduces complexity, strategic depth, and replayability by offering players a range of distinct goals that contribute to their overall progress and success in the game.

In a game with multiple goals, players may have the flexibility to choose which objectives to prioritize based on their playstyle, preferences, or current in-game circumstances. These goals could vary widely, encompassing tasks such as completing quests, accumulating in-game currency, achieving high scores, mastering specific skills, or unlocking hidden content.

For example, consider a role-playing game set in a vast open world. In addition to the main questline, players are presented with a variety of side quests, challenges, and optional objectives. Some players may choose to focus on the main storyline, aiming to complete the game's narrative. Simultaneously, others might immerse themselves in the expansive world, dedicating time to mastering combat skills, acquiring rare items, or building relationships with in-game characters. The existence of multiple goals enhances the game's longevity, providing players with a breadth of choices and pathways to follow, thereby catering to diverse playstyles and preferences.

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