jack: (Default)
[personal profile] jack
Despite intermediate goals often being a tool to reach a final goal, I was recently noticing a lot of different cases in life when the reverse was true.

Exercise

This is the one that got me thinking. I realised that I used to really often have a problem that if I was running or something, and try to "run fast for a bit", I'd almost immediately run out of motivation to continue, not from immediate discomfort, but from feeling like "I won't be able to keep this up long enough to matter, it's not worth it". When I started exercising regularly, I started with something like Couch to 5k, and really really relied on having a set target for the session, which I did everything I could to meet. I didn't think of that as a "thing", just that exercise was hard to maintain. (And I DID experience positive feelings in my body, unlike some people!)

Since I've been treated for adhd and a bit less stressed out by doing something that feels important that I used to be bad at, I feel like I am more able to say things like "lets see if I can maintain this pace for another 2 minutes" or "lets adjust the target" according to what feels like it will be useful and follow through on them, without falling into reinforcing "I MUST hit my original target, I MUST" or falling into "oh it feels hard, I'll reduce the target"

But if anything, those intermediate targets that "feel right" are probably pushing myself the right amount better than setting a target in advance -- which may be what most people manage to do (when aiming for practice, not aiming for an improved overall time).

Fun, including board games

And then my brain leapt to this metaphor to something completely different. Often when you're playing a board game or something, what's fun is experimenting, seeing what works and what doesn't, seeing the payoff of things you did earlier all working out. Often that's more fun than winning the game overall. But most people find it hard to get into the experimentation without SOME overall goal to give them an initial direction, even if they develop their own voluntary intermediate goals along the way like "I bought X and Y which should go well together, oh they do, yay!"

But some people have more need or enjoyment in an overall goal than an intermediate goal, and some people more naturally enjoy the intermediate goals.

Which is fun also depends (unrelated to my points here) how well you know the game: often games "zoom out" from learning how to take turns and play the pieces, to learning how to make good choices, to how to play effectively, to learning how to choose the best overall strategy -- and some games are more fun to start with and less so once you've "solved" the fun bits and the overall strategy is boring, and other games are tedious until you've learned enough to see the overall strategies.

I think the same applies to other kinds of fun. Children love playing "lets pretend", adults have often exhausted all of the enjoyment they expect to get from playing pretend at random and to do it would need some sort of overall structure of a reason to get into a particular role and what to aim for -- but they often love the same sort of playing around with a role that children do once they have.

It's notable that a lot of board games and even more so roleplaying games, often go out of their way to give the players small goals, something to lead them on into the game until they learn more about it. Both explicit ones like a starting card that gives you a small bonus, and implicit ones like "oh, no-one's tried that move yet, what do I need to try it out". That's all a good introduction. But can be valuable in its own right, in that often pursuing the small goals and succeeding at passing hurdles encountered among the way can usually be the most enjoyable and memorable experience, but you wouldn't have gone there if you didn't have a notional overall goal. In board games, and even more so in roleplaying games where the memorable occasions are usually hilarious things that the characters experience, and nobody actually really reaches level infinity.

I think I always used to be drawn to clear goals because I was nervous about uncertainty and more confident with something I could clearly understand and aim for. And that's still a thing I like, but I do really often like exploring intermediate goals without regard to the main goals when it does happen, I just didn't used to do it as naturally.

Other examples

Now I look I can see a lot of examples. When you're learning it's often effective to give yourself an arbitrary goal to give yourself direction, make sure you're progressing towards it, and then choose a new goal when you realise the old goal has got you started and is not the most useful goal before you reach it. Often the same in life or business, where a goal to get you moving in SOME direction is often necessary, when you don't have enough information to know where you should go.

Date: 2023-02-07 08:31 am (UTC)
kaberett: Trans symbol with Swiss Army knife tools at other positions around the central circle. (Default)
From: [personal profile] kaberett
I have a lot of this!!! feelings about several bits of this given my recent Adventures In Intermediate Exercise Goals :)

It occurs to me also that you might find Goals are Lighthouses interesting -- I don't think the dude entirely understands what lighthouses are actually for but I do think that he's gesturing vaguely at something in this general vicinity, and the problem is the metaphor needing workshopping rather than the ideas it's a metaphor for being misguided...

Date: 2023-02-07 10:16 am (UTC)
andrewducker: (Default)
From: [personal profile] andrewducker
Totally agree with this. It's why I don't find Chess interesting - it's fun to start with, when you're learning the basic moves and trying things out, but after you've got the hang of the basics the next step is "Learn 300 opening moves", and that's a wall I'm not interested in climbing. I really need a game that keeps teaching you new techniques as you go along, and helps you get better at playing the game at each step.

Date: 2023-02-07 10:18 am (UTC)
andrewducker: (Default)
From: [personal profile] andrewducker
As an oppositional example, I recently played "Robot Turtles" with Sophia, which does a great job teaching little kids the a few simple rules of coding, but then totally fails to bring in any challenge on top of that, so once you know the rules there's no fun to be had.

Date: 2023-02-07 10:46 am (UTC)
liv: alternating calligraphed and modern letters (letters)
From: [personal profile] liv
Yes, definitely agree about Robot Turtles, it feels like all tutorial and no game. When A was about that age he just asked to play Roborally instead. Even though he got frustrated because that game has absolutely no on-ramp and is just way too hard for even a bright, board-game familiar <7, it was still less boring than Robot Turtles.

Date: 2023-02-07 11:04 am (UTC)
andrewducker: (Default)
From: [personal profile] andrewducker
Yeah, Sophia got the hang of it within minutes, and enjoyed it a little, but I don't think she'll come back to it. I might try her on a simpler version of Robo Rally at some point when Gideon isn't about.

Date: 2023-02-07 05:54 pm (UTC)
silveradept: A kodama with a trombone. The trombone is playing music, even though it is held in a rest position (Default)
From: [personal profile] silveradept
Learning how to play or do a thing is good when they give you small structured goals along the way. I also tend to like learning games that don't punish you for making a wrong move at the beginning, or that punish your early moves much later on when you find out what your actual strategy is.

Having some goal in mind is a great idea to get going, although sometimes in life, I have trouble formulating a "for now" goal out of worry that it'll close off something I really will want.