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How to Let Players Decorate Instead of Following the Main Quest

When a player would rather decorate a room than advance the main quest, the design should make that choice clear, usable, and worthwhile. Treat decorating as a supported play path: let players reach the tools easily, understand what is optional, and see what each unlock requires. Keep the main story available without making it the price of admission to every decorative reward. This gives designers a practical way to support a preference for decorating while preserving the role of the central quest.

September 30, 20267 min readLeisure, Travel & City ExperiencesBy Metlivi Editorial Team
Section 1

Make the choice visible and genuinely optional

Start by deciding which activities are required for the central story and which are optional. Communicate that distinction in quest labels, menus, and conversations. A player should be able to tell whether a task advances the main plot, opens a room feature, or simply offers another activity. If a story gate is essential, say so before the player commits time to the detour.

Optionality depends on consequences as well as labels. If a decorating activity is presented as optional but all useful furniture, room access, or placement tools depend on completing several main quests, the practical choice is narrower than the interface suggests. Map dependencies across the player’s likely routes: identify which story beats open core systems, which rewards are decorative bonuses, and which items can be earned through more than one activity. Then reserve the strongest gates for things the story truly needs.

This is a design inference from research and practice on player choice: the existence of menu options alone does not guarantee meaningful control. A GDC level-design workshop examines how design can shape decisions and create an illusion of choice, while research on customization describes choice and control as part of player experience. Apply that cautiously: make the player’s available routes legible, and ensure that choosing decoration has some real effect on what they can do. (GDC Vault, “Level Design Workshop: The Illusion of Choice”; “Is it a sense of autonomy, control, or attachment? Exploring the effects of in-game customization on game enjoyment”)

Section 2

Give decoration an independent progression loop

A decorating path needs its own next steps. It might organize goals around collecting room objects, completing a chosen look, or opening additional design options. These are design patterns, not claims about any particular game. The important point is that each loop should let the player see a goal, take an action, and understand the result without first returning to the central quest.

Use a small progression map to audit the loop. For each unlock, write down its prerequisite, the activity that earns it, and what the player sees when it arrives. Then ask whether someone who mostly decorates can make steady progress. If every milestone depends on a main-quest chapter, the loop is not independent. If a few shared prerequisites are necessary, show them early and keep them short enough that players know why they are doing them.

Progression can still connect decorating to the broader world. A room might reflect places visited or materials found, for example, if the game already supports those systems. The connection should enrich the room activity rather than make it a disguised checklist of story errands. Studies and design writing on crafting systems identify progression, constraints, and recognition of player-made outcomes as separate design dimensions; that framework is useful for asking what a decorating system actually rewards and how the rest of the game responds. (Digital Humanities Quarterly, “Crafting in Games”)

Section 3

Make room tools easy to find and operate

A player who logs in to decorate should be able to reach the relevant mode or workspace without searching through unrelated menus. Use a consistent entry point, label it with familiar language, and keep common actions—placing, moving, rotating, removing, and undoing—near the room view. Search, filters, category tabs, and clear item previews help when a catalog grows. If players can save or revisit room layouts, make that control visible where the design work happens.

These are practical applications of consistent interface navigation, not a claim that there is one correct layout. Microsoft’s Xbox Accessibility Guideline 112 recommends consistent menu structure and interactions, predictable focus movement, and more than one way to find items in large collections. It also notes that confusion or inconsistent controls can make menus difficult to navigate. A room editor benefits from those same principles: keep control prompts stable across screens, provide a clear route back, and let players browse or search a large catalog. (Microsoft Learn, “Xbox Accessibility Guideline 112: UI navigation”)

A useful usability check is to ask a new player to complete one ordinary task, such as placing a chair near a wall and then moving it. Watch for moments when the person has to guess which mode they are in, how placement works, or how to undo a mistake. Treat hesitation as evidence about the interface to investigate, not proof of a particular cause. Repeat the check with the input methods the game supports; a tool that works cleanly with a mouse may be cumbersome on a controller.

Section 4

Explain every unlock before it becomes a chore

Show unlock requirements in the place where players encounter the locked feature. State what is available now, what is still locked, and the concrete condition that opens it. “Complete Chapter 4” is clearer than a vague message like “progress further”; “find three paint swatches in the garden” is clearer still if that is the actual requirement. If the condition is intentionally hidden for discovery, make the discovery itself part of the intended play and provide enough clues to act on.

Distinguish access requirements from optional rewards. A room feature may need an introduction or a short tutorial, while a rare decoration can remain a bonus. Avoid implying that every decorative item requires a quest if some can be earned through ordinary play. A clear unlock list helps players make an informed choice about whether to switch activities or continue decorating with what they already have.

There is a tradeoff: showing every future item can flatten discovery, while hiding prerequisites can leave players unsure whether their preferred activity is being supported. A reasonable middle ground is to expose near-term requirements and indicate that additional content exists without spoiling its details. The exact amount of information depends on the game’s tone and progression structure; test whether players can answer the practical question, “What can I do next if I want to keep decorating?”

Section 5

Let the room reflect the player’s actions

Decoration feels connected to play when the game recognizes what the player has made. That recognition can be modest: a saved layout, a visible room label, a character commenting on a changed space, or a new design option associated with an activity. Such examples are possibilities only; use them only if they fit the game’s existing systems and resources. A decorative path does not need story consequences for every object, but it should give players a way to notice that their choices persist.

The Sims’ official Build Mode page describes home design through building, furnishing, and customizing rooms and other parts of a lot, as well as browsing curated styled rooms for inspiration. That example suggests two useful design questions: can players create directly, and can they get started when facing a blank room? Inspiration or starter arrangements can lower the first-step barrier while leaving room for personal choices. (The Sims, “Design Their Homes”)

Section 6

Check the path with concrete player questions

Before tuning rewards, trace a complete decorating session from launch to a finished small task. Ask whether a player can reach the editor, understand its controls, find an item, place it, and leave with progress or a saved result. Then trace a session that includes no main-quest step. Note every point where the game blocks the player, withholds an explanation, or sends them back to story content.

Use those observations to separate three cases: a genuine story prerequisite, a usability obstacle, and a progression choice. A prerequisite belongs in the story structure and should be explained. A usability obstacle calls for clearer access or controls. A progression choice calls for a decision about whether the gate serves the game’s design. This diagnostic keeps the conversation specific: “the room editor is hard to find” is a different problem from “the best room upgrades require story missions.”

The goal is not to remove the main quest or make every reward available immediately. It is to make decorating a coherent choice with accessible tools, understandable progression, and a visible next step. If a player chooses to spend a session arranging a room, the game should let that activity feel complete on its own terms, while leaving the central story ready whenever the player wants to return.

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