BC-0228 · TROUBLESHOOTING
Editorial review 2026-09-27
Build Game Objective Is Unclear
If the objective is unclear, compare the goal the interface communicates with the actual condition for success. A prominent marker, reward label or instruction can point toward different outcomes. Make the current objective identifiable before adding more tutorial text about controls.
Symptom
The interface implies no clear current goal or suggests a different goal from the success condition.
Immediate action
Compare the most prominent goal cues with the actual required outcome.
Diagnostic branches
- An optional reward looks like the main objective.
- Clarify its optional role and make the required goal identifiable.
- The label omits a necessary qualifying action.
- State that action without changing the intended qualification.
- The goal is understood but the control is not.
- Use action-specific onboarding repair rather than adding another goal cue.
Least-destructive change
Align the current goal cue with the chosen success rule while retaining optional content as optional.
Retest
- The visible objective describes the real required outcome.
- Optional and future goals do not compete as unexplained current requirements.
- Understanding and successful execution are not reported as the same test.
Escalation
Keep the cue-to-goal comparison if the issue persists. No measured onboarding or retention improvement is implied by clearer wording alone.
Working notes
Ask what the player would reasonably think finishes the task from the visible information. Record the exact cue that supports that interpretation rather than labeling the player confused. If no observation from a tester exists, perform an editorial cue audit and do not present it as a user-study result.
List competing apparent goals. A large optional bonus marker may look more important than the quiet required destination, or the HUD may say collect when the rule actually requires delivery. Decide which cue is wrong or missing; the strongest-looking element should not silently redefine the intended objective.
State success in an action-and-result sentence and make the relevant destination or requirement recognizable. Separate optional rewards and later goals from the current task. If the success condition itself has not been chosen, make that design decision before revising the interface around it.
Retest understanding separately from execution. A player who can state the goal but cannot activate the required control needs an action or tutorial repair, not another competing objective banner. Keep the game's challenge intact while making its purpose truthful.
Examples
- Cue mismatch: the screen emphasizes collecting flowers, but success requires bringing a particular supply to a marked shelter. Clarify the required delivery and distinguish optional flowers rather than instructing the player to collect everything.
- Editorial check: current-goal sentence / visible cue supporting it / actual success condition / optional competing marker / proposed clarification. Leave tester understanding unverified unless someone was actually observed.