# 1 -
Posted on 8/03/18 17:23:29
Would you use goal templates?
Total Votes: 0
Hey everyone, we've had playthrough goals for a while now and when they were first implemented, we considered the idea of having "shared" goals. The idea here is if I enter a list of goals for Super Mario Bros. and someone else starts a playthrough for the same game, they could be given the option of loading in the goals I had used.
At the time, we were still kinda figuring out how goals would work and they have certainly be refined over time, but I think we're to the point that we can revisit this conversation. The biggest challenge is that people are using goals in wildly different ways, which is AWESOME, but also makes it a little tricky to have a centralized system. Ultimately, each playthrough is your own and you should be able to run it the way you want to and I certainly don't want Completionator to force you into a particular set of goals.
So anyways, my thinking here is that we introduce goal "templates". A template would be comprised of a set of goals for a particular game, some of which may also include groups. These templates would be curated, meaning you couldn't just poach someone else's goal list willy-nilly, but rather you'd need to select from a previously "approved" list. This curation process would be different from how we handle game data and I'm not sure the exact mechanics of it, but just know there would be some way of "approving" templates for wide consumption. This could be as simple as having a forum / thread where everyone could volunteer for certain games or it might be some sort of feature I'll need to build.
We could keep templates limited to one per game or introduce the idea of a template type, meaning what type of goals are contained within / what type of playthrough you want to start. These types would be essentially the primary ways that everyone is tracking their goals, for example (keep in mind these are very simplified examples and more discussion would be needed):
If you were to use a template on a playthrough, it would simply auto-create the goals / groups as defined by the template. From that point forward, you could add / remove / rename / reorder the goals to your liking. They would simply be a starting point for you to run with. You could re-import the template (or a different one, if we have multiple templates per game), but it would need to remove any existing goals on that particular playthrough that you might have.
So with all that being said, if we had some sort of templating system, do you think you would use it? Or do you prefer to figure them out on your own?
# 2 -
Posted on 8/03/18 17:44:36
Considering how many times I replay games (looking at you, Mega Man X) this would be very useful. I could definitely try to add templates if possible if this was implemented.
Although I wonder, should we also have a template type for "spoilers" and "no spoilers?"
# 3 -
Posted on 8/03/18 19:22:25
I think due to the very broad nature of what people consider spoilers, the whole concept would have to be done with a huge spoiler warning if you decide to opt in to one (or more) of these lists.
For instance, something like FF1 as an example you could write the very first required story encounter goal as:
The problem with a numbered list like that is that you're going to have boss #1, boss #2, etc... down the line and inherently have people know that there are 25 bosses in the game. Never mind the issue of ambiguity of labeling something as a "boss" as there are plenty of mini-bosses along the way. No one will know if the Vampire in the earth cave was supposed to be boss #4 or if that's the Lich. Does the 9x pirate fight to get the ship count as a boss? etc...
So I suggest all the lists ought to be considered full spoilers right out of the gate to play it safe. Also cuts down on the work required as there will only be one set of goals to curate instead of the possibility of two lists.
# 4 -
Posted on 8/03/18 21:38:02
I agree. To my knowledge, most people that use goals have to look at spoilers anyway to know what to add for goals. So a warning would be useful.
# 5 -
Posted on 8/04/18 19:33:54
Template types sounds like a great idea. Perhaps use some standard types like 'walkthrough', ' achievements', 'bosses' or something like that. Description should be mandatory to indicate what kind of list it is.
All in all it sounds like a great addition and i'll be happy to add my 'templates'.
# 6 -
Posted on 8/10/18 13:49:01
Ah, I forgot to include my thoughts on spoilers in my initial post! I think as long as the lists are curated, we might be able to come up with spoiler-free names, but if that's not feasible (as @dhobo has brought forth numerous examples), then I think adding a spoiler flag on each template might work. If we have multiple templates per game (to accommodate standard, achievement-based, etc playthroughs), then each template would be marked as having / not having spoilers. It gets a little messy in defining what's a spoiler though, again, as @dhobo alluded to. For example, lots of games have level names and for me, I typically have goals like Completed Level 1 - "Level Name Goes Here". But sometimes level names can be spoiler-y, especially when they have specific / important location / character names in them. I think we'll just have to use our best judgement and err on the side of caution by marking this as having spoilers or just make it implied across the board as @dhobo suggested, which ultimately makes my life easier
The way I see this working is when you're on the Playthrough Search page, you already have the Edit Groups and Edit Goals buttons, but there would be a new button called "Import Goals". Clicking this button would open a new modal that lists out the templates available for the game. By default, you would just see the type of template (if we have those), a spoiler indicator, who supplied the template, and how many goals it has. Within the modal, you would be able to drill into the template to view the goals it contains, but since the spoiler icon would be visible prior to this, you would be doing so at your own risk. Each template would have a button or something to select it and upon clicking it, the modal would close, any existing goals / groups on the playthrough would be removed, and the template goals / groups would be added.
At this point, it's as if you had manually entered the goals / groups and you can edit them to your liking. You would be able to import at any time and as many times as you'd like.
I think the big unknown for me is how we collect the template data. For those that are interested in contributing templates, do you see yourself coming up with templates for random games even if you're not playing them or just submitting them as you come up with them for your own playthroughs?
# 7 -
Posted on 8/10/18 14:52:58
Good thoughts about spoilers and selecting templates, like it the way you describe it.
[sidenote: I already mentioned this in another thread, more filter options for playthroughs would be nice :)]
# 8 -
Posted on 8/10/18 20:10:08
I'm glad you mentioned the playthrough feedback! I had forgotten about our discussion from a while back. I had the "on hold" flag on my task list....or at least one of them Since my list is so large, I've tried working from a "DO THIS STUFF RIGHT NOW" kinda list and it was not on that one, so it slipped off my radar. But not anymore! I completed the playthrough "on hold" functionality and it will go out with the next release!
Post Edited on 8/10/18 20:10:27
# 9 -
Posted on 8/11/18 14:52:24
Based on the poll results, it sounds like this would be a useful feature, so I've started working on it! Here's a work-in-progress screenshot:
I've propped up the main infrastructure for the templates, but obviously it might need to be tweaked as we finalize how to handle spoilers and some of the other feedback. The next steps for this are:
Post Edited on 8/11/18 14:56:14