Horizon of intent


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A set of desirable moves at the given stage of the game.


The term is taken from book of Brian Upton. It's used to show that when a player (or gamer) has many available moves (wide "horizon of action"), but only a few of them are good and the rest is clearly bad, then player's choice is actually not rich in options. To enjoy choice Player has to have a set of moves to meaningfully choose from a broader array of attractive alternatives (sometimes called viable moves).

In game design this consideration is useful for meaningful choice.

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