Long-Term Goals Need Intermediate Payoffs

Long-term goals are fun. They give players big, climactic moments to build up to throughout the game. The problem is that players need continuous feedback. Feedback helps players learn what works and what doesn't and is necessary to enter a flow state. Mechanics that don't pay off until the end of the game don't give much feedback. If you want players to pursue a long-term goal, make sure they receive short-term payoffs along the way.

In 7 Wonders, it can be difficult to value green Science cards when drafting. Their complex set-collection system hides how good they are until the game ends. However, they have a second benefit: each one names two other cards which are free to play in the following round. This chain mechanic not only provides a more immediate payoff, but also creates a new goal for the next age.

Many games have tracks that players compete for points on. At the end of the game, whoever advanced the furthest receives points. An easy way to provide feedback is to have rewards during play for reaching specific places on the track. Terra Mystica's cult tracks are an example. Advancing furthest in a cult scores you the most points, but you also gain power for crossing certain parts of the track. You can then immediately spend this power on a variety of useful actions.

Even medium-term goals improve with immediate feedback. Deckbuilders often ask players to shuffle new cards into their discard pile. This frustrates players because they can't use new cards for several turns. Cards with effects that trigger when bought help by giving instant feedback. Dune: Imperium is one example: several cards have an "Acquire Effect." An even simpler approach is to add new cards directly to a player's hand or deck.

Players need feedback, and that feedback needs to be prompt. Long-term goals are fine as long as players get periodic rewards while pursuing them.