The theory:
In practice:
Checking the mission board every 10 minutes (notice some breaks* because it quickly got tedious), praying the RNG gods, pick and abandon missions to go from Allied to Unfriendly... 45 missions in total!
Where is the fun in that?!
There isn't even any effort to tell the backstory about why Laszlo hates Sirius Corporation, not even a nod to it on your first interaction with Laszlo.
Whether your game is two or two hundred hours long, it’s critical to think about what the player is doing on a moment-by-moment basis. That is how you begin to compartmentalize your design and nail down the core gameplay loop. One way you might approach this is to start with higher-level objectives and consider breaking them down into smaller sprints, or more specific stage-based objectives. The 3D Mario games are a great example of this. In Super Mario Odyssey, progress is defined by acquiring power moons. Players can chart their overall progress by the number of power moons they have found or by unlocking the next world in the game. Each of these power moons in turn represents a sprint — a small slice of enjoyable gameplay, where each slice interlocks to create a much larger cohesive objective or goal. In this way, players are able to enjoy satisfying moment-to-moment game mechanics while simultaneously experiencing a broader world with bigger/longer term objectives.
In practice:
Checking the mission board every 10 minutes (notice some breaks* because it quickly got tedious), praying the RNG gods, pick and abandon missions to go from Allied to Unfriendly... 45 missions in total!
Where is the fun in that?!
There isn't even any effort to tell the backstory about why Laszlo hates Sirius Corporation, not even a nod to it on your first interaction with Laszlo.