Original Post
Rather than a game having an overall goal, what do you think about players designing characters which have goals that complete the game for that character?. You have a persistent world that (ideally) runs like some sort of organic simulation. Times change, nations rise and fall, and you get to live out a kind of RPG / life sim experience through it all. But what's the ultimate point? If you can master one general game goal, like kill the evil wizard in the tower of whatever, then you may get closure but having the world continue on may undermine it. Even games that let you play after you've beaten them acknowledge that you'll no longer do anything important-- and an organic simulation implies that new threats will rise again. What would motivate you to want to see how the world changes (and even change it) yet provide each character experience with closure? What about goals that are highly specific and personal to the character you create, and which can evolve as you play? In one game, for instance, you play a wealthy merchant that gets murdered by bandits. In the next, you get to play a sibling, spouse or child that gets character bonuses and goals directly related to your first character's death. That game ends with your victory and peaceful death, but your next character suffers a curse from a mysterious ring taken from the corpse of the first character's murderer. The game journals all of this. Players can pick up new goals from objects they find or special interactions with characters. But the goals either are random (like Life Aspirations in The Sims) and part of a character creation process which rewards the player with character building points the more they accomplish the goals. They also might work like a skill tree, in that past action influenced future choices. So a bloodthirsty pirate, for instance, might have his wealth and pillaging goals turn his heart away from the arts and sciences. Thoughts?