====== Lens Of Goals ====== **Goals** are the result or achievement toward which players focus their efforts. Good goals often follow the SMART pattern. That is: * **Specific** – answer who, what, where, when, and why. * **Measurable** – quantify or at least suggest an indicator of progress. * **Attainable** – match the skill level to the challenge. * **Realistic** – state what results can realistically be achieved, given available resources. * **Timely** – show the progress the player makes towards the goal. ---- ===== Focusing Questions ===== * What is the primary goal of the game? * Is the primary goal clear to players? How does this goal stand out and impact the secondary goals? * Are there any secondary goals of the game? If so, how do these affect the outcome of the game? * Are different goals non-conflicting? * How can players choose their own goals? How will this impact the game? ===== Can be instantiated by ===== === Lenses === * [[lenses:lens_of_challenges|Lens of Challenges]] * [[lenses:lens_of_experimentation|Lens of Experimentation]] * [[lenses:lens_of_action|Lens Of Action]] === Patterns === * [[patterns:reward|Reward]] ===== Examples ===== ===== Considerations ===== > Goals that are deemed difficult to achieve and specific tend to increase performance more than goals that are not. **Specific** - A specific goal has a much greater chance of being accomplished than a general goal. * Who: Who is involved? One player, a party, a clan? * What: What is the player accomplishing? * Where: Is there is a location in the game world? * When: Is there a time frame for getting it done? * Why: Why are you giving this goal to the player? **Measurable** – When you measure your progress, you stay on track and experience the exhilaration of achievement that spurs you on to continued effort required to reach your goal. **Attainable** – When a player can identify important goals, they want to complete them. They will see opportunities to bring themselves closer to the reward. **Realistic** – To be realistic, a goal must represent an objective toward which the player is both willing and able to work. **Timely** – In the world of games, this normally translates to giving the players an indication of progress. Certainly a timer or time-limited goal fits in this as well. ===== Tool ===== ===== Metrics ===== ===== Validity ===== The lens is **industry standard**. ===== Categories ===== [[:Motivations:goal-setting| Goal-setting]] ===== References ===== * Doran, G. T. (1981). There's a S.M.A.R.T. way to write management's goals and objectives. Management Review, Volume 70, Issue 11(AMA FORUM), pp. 35–36. * Neil, H. F., & Drillings, M. (1994). Motivation: theory and research. Hillsdale, N.J.: L. Erlbaum Associates. * Schell, J. (2008). The Art of Game Design: A Book of Lenses. Amsterdam: Elsevier/Morgan Kaufmann. ===== Authors ===== [[about:contributors:danieljost|Daniel Jost]]