I love objectives. I love the greentext.

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Itseasytosee2me
Joined: Sun Feb 21, 2021 1:14 am
Byond Username: Rectification
Location: Space Station 13

I love objectives. I love the greentext.

Post by Itseasytosee2me » #714709

Codified antagonist objectives rock.
Specifically, objectives that represent the core goals of the villain throughout the shift. I'm not talking about the progression objectives of traitor which you take and forget about. I don't even count the heretic sacrifices. Neither of those are core objectives, they are just means to an end. The end is that sweet sweet greentext.

And Ill tell you why it rocks.

This is a story telling game. Each round is a story in which all players are characters. The antagonists are often very important characters within these stories. Characters who have strong motivations rock. No one wants to watch a movie with a villain that doesn't want anything. Or even movie where a villain wanders around doing evil stuff for no reason. We want the villains to try to commit some evil scheme or agenda, and we want our heroes to try to thwart the evil plan. In the same way, the best antagonists are motivated by objectives. Objectives that traitors usually get, steal the McGuffin, kill the target, require planning from the traitor to pull off successfully. These are things that you as a player can generate strategies to deal with as you gain experience with the game, but they are all highly dependent on other people, so you'll have to be prepared to adapt or maybe have a backup plan, and that is dramatic both for the traitor and the heroes trying to stop them! If a player can self assign an interesting and compelling motivation for their character, excellent, the round will likely be better for having a human written objective rather than a stock one. However, I think a noob trap lies with self assigning objectives. I see it far too often that people assign themselves objectives that are overly simple to accomplish, or overly vague. These become far less motivating than clearly defined objectives. You will either be done with your self assigned objective within moments without doing any antagonizing to much of anyone, or you will spend your whole shift attempting to accomplish some goal in which it is never quite clear if you even completed it. Either way, I think this makes for a far less compelling story for both you and the rest of the crew.

So Quick summery:
Round end objectives are good because they point antagonism in a direction that represents a clearly defined and potentially achievable goal. This is good for the drama and the story of the round.
More objective variety would be cool. More ways a person's objective's interact with the game would be cool
- Sincerely itseasytosee
See you later
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datorangebottle
Joined: Thu Jan 10, 2019 9:53 am
Byond Username: Datorangebottle

Re: I love objectives. I love the greentext.

Post by datorangebottle » #714721

yeah, end-round objectives rock, i love having inspiration for when i get antag and don't have a gimmick in mind.
sometimes you just want to do a thing, but other times antag gets sprung on you and you just go, "huhhuhhhhhh, guess i'll... i dunno........ run around in gamer gear and kill people????"
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SUGMA, nevermind it makes sense now. fuckyou/10
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DrAmazing343
Joined: Wed Oct 04, 2023 11:06 pm
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Re: I love objectives. I love the greentext.

Post by DrAmazing343 » #714856

I think it certainly depends on the combination of goals and my mood/willingness to be creative or fun with the objectives. If I have a gimmick in mind, I'll smite my objectives, but very frequently you just oughta roll with what you got and spice it up along the way instead of just going straight for the gamer gear slay 'em all.

Not that gamer gear hack'n'slash isn't fun or good for a story, though! I love that shit, but the game's so goddamn deep that I can't help but wish for a bunch of complex parts of a case or cat and mouse rather than just "x sighted here, went into maint, x killed y here and is back in maint, etc. etc."
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