If the players do not desire the the goal of the game, they will not become truly involved in the game, and therefore have less fun. Worse, if the goal appears disconnected to the premise of the game, players may not realize what the goal is, and make poor decisions.

The goal of the game should be obvious within the game's context. Having a clear, compelling goal will help players understand what all other aspects of the game have in achieving that goal. (It may also help the game designer in cutting out fluff that complicates the rules without really contributing to the game (SimpleAsPossible.))

With the exception of AbstractGame?s, a good compelling goal should be tied to the theme of the game. This will help in remembering what the goal and how it is to be achieved, in addition to aiding SuspensionOfDisbelief.

Therefore, the goal of the game should be compelling to the player, and obvious within the games theme (if any.)

Inspired by ThematicDesign. Also called "Provide an enticing long term goal" in Better_By_Design?, March 2002, and later expounded upon in April 2003.