>Conflicting goals are frequently helpful for encouraging depth, by giving players the challenge of prioritizing goals situationally.
Now this is interesting. Examples of this?
Okay, my favorite example of this is Touhou. Touhou has a few different systems that create conflicting goals. First is pickups. Pickups require you to move over to them to pick them up, instead of sitting where it’s safe and shooting. Next, you can pick up all the pickups onscreen at once if you move to the top of the screen, which is where enemies come from, which is really dangerous. Next, there’s the graze system, which gives you a score multiplier for grazing projectiles, which means getting close to them, or getting close to the place where they spawn, so you can graze a lot all at once. These give you conflicting goals between gaining score/getting more powerful, and staying alive. So they might make it easier to win, but the process of trying to attain them also makes it easier to lose. Continue reading