Objectives and Win Conditions
Overview
BGF supports a strong objective system for both gameplay and story progression. A map can succeed, fail, branch, or change the campaign state based on configurable conditions.
This is one of the most important areas for clients because it defines what kinds of player goals and mission rules can be requested.
How Objectives Can Be Structured
BGF supports three main objective policies:
- All: every required objective must be completed
- Any: completing one valid objective is enough
- Sequence: objectives must be completed in order
BGF also supports optional objectives, which can appear without blocking map completion.
Supported Success Patterns
| Goal Type | What It Allows |
|---|---|
| Defeat a number of enemies | "Win after defeating 20 enemies" |
| Defeat a specific enemy type | "Win after defeating 3 bombers" |
| Collect items | "Win after picking up 5 relic fragments" |
| Hold or possess items | "Win while carrying the required item" |
| Consume or use items | "Win after spending the required supply item" |
| Survive for time | "Last 90 seconds" or "hold out until extraction" |
| Reach an exit | "Touch the extraction point to finish the map" |
| Reach multiple checkpoints | "Travel through all required waypoints before leaving" |
| Wait for a scripted event | "Complete the map when the cutscene or event finishes" |
| Choice-driven resolution | Present a prompt or question and route based on the selected answer |
Combining Objectives
Because objectives can be combined, a client can request structures such as:
- defeat the boss and then reach the exit
- collect the item or survive until rescue arrives
- finish step 1, then step 2, then step 3 in sequence
- protect an ally while also clearing enemies
This allows BGF to support both straightforward arcade goals and story-shaped mission logic.
Supported Failure Patterns
| Failure Type | What It Allows |
|---|---|
| Protected actor dies | Fail if a specific ally, escort, or important target is lost |
| Player or faction death rule | Fail if the player or a tracked group dies too many times |
| Border or zone failure | Fail if a protected target leaves or enters a forbidden area |
Failure Outcomes
When a map fails, BGF can support different outcomes depending on the design:
- restart the current map
- end the campaign while keeping saved run data
- show failure dialogue or narrative feedback before the next outcome
This helps support both arcade retry loops and more narrative consequences.
Branching and Story Logic
BGF objectives are not only for combat. They can also support story pacing through:
- reaching different exits for different outcomes
- using a scripted event to mark scene completion
- presenting a prompt or question that can change where the campaign goes next
This is useful for dialogue scenes, story choices, mission outcomes, and route splitting.
Practical Examples For Clients
Clients can request mission goals such as:
- "Defeat 10 drones, then escape through the hangar door."
- "Escort the engineer to the ship. If the engineer dies, the mission fails."
- "Collect three machine cores in any order."
- "Hold position for two minutes until reinforcements arrive."
- "Choose one of two story answers, and send the player to a different next scene based on the choice."
- "Walk through each checkpoint to complete the infiltration route."
Why This Matters
The objective system gives BGF a wide design range. It supports arcade-style goals, mission-style goals, story-driven triggers, and branching outcomes without requiring the campaign to be built from only one type of stage.