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Game Design: Choice and False Choice

I'm writing up some unique events for the Head Researcher role that will be introduced in v0.8, and some of these events include important choices for the player to make. This got me thinking about the different kinds of choices that are presented to players in games in general, so here's a post talking about them and their uses.

Allowing meaningful choices is a tricky thing to handle in a video game. On one extreme end you allow no choice at all and the game is nothing more than a procedural set of actions. On the other end you're trying to account for a near infinite combination of actions the player might want to take. Striking a balance somewhere in the middle is necessary to make a game satisfying while also being possible to create.

First, lets talk about what a choice fundamentally is. A choice is a set of options presented to the player that will give different outcomes from each other. These different outcomes will look different depending on the genre of game. I will be using the modern remake of Doom as a running example, mainly because it is not a game that many people think about when choice is discussed. In Doom most of the choice in the game comes from weapon utilization. Some weapons are powerful but have limited ammo, others are weaker but you can use them more freely. Making the correct choice to conserve ammo in one place and spend it in another makes the game interesting. In general we are also only interested in choices that are optimal and distinct from each other. The "choice" between a gun that does 5 damage and one that does 6 damage is trivial and not worth thinking about.

For choice to be impactful in a game it must change some section of content in the player's gameplay experience. If no content is changed the player's choice has no real effect. In our running Doom example the player may find themselves unable to kill all of the enemies with their weapon selection, which effectively eliminates the rest of the content in the game. As an example of a game that fails to change content based on your choice we can look at the recent BattleTech game. In between missions there is dialogue between major NPC's and yourself, but every single dialogue choice leads to the same mission, with no changes in story, funds, equipment, or morale. This results in an RPG section of the game that feels tacked on and irrelevant because nothing you do will change the way the game progresses.

Adding impactful change to a game eats up development resources, which is why not everything that looks like a choice needs to end up being one. These "false choices" look like they may be important and game changing, but all of the options quickly lead back to a central gameplay path. This was first pointed out to me in the development commentary of Half-life 2. The player, while on the run from the combine, would be presented with two possible paths - up or down a staircase for example. Either choice initially seems valid, but one of them comes to a dead end just out of sight. 50% of the time the player will take the non-dead end choice, and without any way to go back they will never know that it forced them onto the same path, and so they think the level contains twice as much content as it actually does. If all of the choices are false the player will eventually notice that they run into dead ends half the time, but mixed in with true choice this can make a game feel much, much larger while requiring relatively little extra effort.

I hope you found this look at videogame choice educational and entertaining! Keep an eye out for false choice next time you're playing a game and see how game developers try and trick you into thinking there is more content hidden in a game than there actually is!


Comments

Fixed, thanks for the bug report!

Vren

Interesting thoughts all around. I think you're bang on the nose for Life is Strange, which is a game that has a "bad" end choice that I still felt was really impactful.

Vren

Otherwise known as The Stanley Parable

> if you have an example of a sandbox game with non-reversible paths let me know, I have yet to encounter one Terraria merges sandbox world with a plot progression and after killing a certain boss the world changes irreversibly (different events, monster spawns, changes in terrain) while still staying sandbox.

Misspelled "cum" as "com". [code] I'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 5158, in script call call talk_person(person_choice) from _call_talk_person File "game/script.rpy", line 5338, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 5317, in script call call fuck_person(the_person) from _call_fuck_person_3 #TODO: add a temporary obedience and sluttiness modifier to the function to allow for modifiers during situations like this (and firing her) File "game/script.rpy", line 5636, in script call call sex_description(the_person, position_choice, object_choice, 0) from _call_sex_description File "game/script.rpy", line 5768, in script call call sex_description(the_person, position_choice, the_object, round+1) from _call_sex_description_2 File "game/script.rpy", line 5768, in script call call sex_description(the_person, position_choice, the_object, round+1) from _call_sex_description_2 File "game/script.rpy", line 5768, in script call call sex_description(the_person, position_choice, the_object, round+1) from _call_sex_description_2 File "game/script.rpy", line 5737, in script call call fuck_person(the_person) from _call_fuck_person_2 File "game/script.rpy", line 5636, in script call call sex_description(the_person, position_choice, object_choice, 0) from _call_sex_description File "game/script.rpy", line 5737, in script call call fuck_person(the_person) from _call_fuck_person_2 File "game/script.rpy", line 5636, in script call call sex_description(the_person, position_choice, object_choice, 0) from _call_sex_description File "game/script.rpy", line 5727, in script call $ the_position.call_outro(the_person, mc.location, the_object, round) File "game/against_wall.rpy", line 69, in script $ the_girl.com_on_stomach() File "game/against_wall.rpy", line 69, in <module> $ the_girl.com_on_stomach() AttributeError: 'Person' object has no attribute 'com_on_stomach' -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/script.rpy", line 5158, in script call call talk_person(person_choice) from _call_talk_person File "game/script.rpy", line 5338, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 5317, in script call call fuck_person(the_person) from _call_fuck_person_3 #TODO: add a temporary obedience and sluttiness modifier to the function to allow for modifiers during situations like this (and firing her) File "game/script.rpy", line 5636, in script call call sex_description(the_person, position_choice, object_choice, 0) from _call_sex_description File "game/script.rpy", line 5768, in script call call sex_description(the_person, position_choice, the_object, round+1) from _call_sex_description_2 File "game/script.rpy", line 5768, in script call call sex_description(the_person, position_choice, the_object, round+1) from _call_sex_description_2 File "game/script.rpy", line 5768, in script call call sex_description(the_person, position_choice, the_object, round+1) from _call_sex_description_2 File "game/script.rpy", line 5737, in script call call fuck_person(the_person) from _call_fuck_person_2 File "game/script.rpy", line 5636, in script call call sex_description(the_person, position_choice, object_choice, 0) from _call_sex_description File "game/script.rpy", line 5737, in script call call fuck_person(the_person) from _call_fuck_person_2 File "game/script.rpy", line 5636, in script call call sex_description(the_person, position_choice, object_choice, 0) from _call_sex_description File "game/script.rpy", line 5727, in script call $ the_position.call_outro(the_person, mc.location, the_object, round) File "game/against_wall.rpy", line 69, in script $ the_girl.com_on_stomach() File "C:\Users\luisa\Desktop\物\ゲーム\Lab_Rats_2-v0.7.1-pc\Lab_Rats_2-v0.7.1-pc\renpy\ast.py", line 862, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "C:\Users\luisa\Desktop\物\ゲーム\Lab_Rats_2-v0.7.1-pc\Lab_Rats_2-v0.7.1-pc\renpy\python.py", line 1912, in py_exec_bytecode exec bytecode in globals, locals File "game/against_wall.rpy", line 69, in <module> $ the_girl.com_on_stomach() AttributeError: 'Person' object has no attribute 'com_on_stomach' Windows-8-6.2.9200 Ren'Py 7.0.0.196 Lab Rats 2 - Down to Business v0.7.1 Wed Aug 08 01:03:49 2018 [/code]</module></module>

Bingbong

First: Battletech is a phenomenal game of which I have sunk so much of my time. Second: You are absolutely right the dialog is completely skippable (though the random events decisions can still still affect changes in gameplay). I'll play devil's advocate here and make a case for dead end choices: You picked the wrong path and didn't save the city, the princess was banished from your dimension, your football team lost, but somehow the game is still going. Now what? A lot of games will force a narrow defeat to get the player mentally invested into becoming stronger and defeating the challenge to prove who's boss. A few rare gems (see Robotech:Invasion and Chrono Trigger) will have expected failure outcomes that really skilled users can subvert by amazing feats of gameplay. In the particular case of LR2 the princess you rescue (with your dick) is one of your own choosing. There are no key NPCs that can be replaced for $50. This is prime ground to completely screw up and not end the game. Given the sandbox nature of the game illusory dead-end paths with some of the girls (friendzoning, mild bridge-burning) and actual dead end paths (full-on bridge-burning, quitting) should be present threats. These push the user to be more careful and pay attention to what employees they've grown some form of attachment to. Also the presence of actual dead-end choices makes the user overcoming an illusory dead end that much more of a treat. Non-returnable paths tend to appear more in plotted story games than sandboxes mostly because the developer has 100% control of the plot and pre-defined your character while giving the user the illusion of agency trough visual customization (in the end you will be either Zogrog the good or Zogrog the bad with a collection of followers/outfits you collected along the way). By contrast most sandboxes offer true agency, but don't let you do anything truly defining to your character or the environment (if you have an example of a sandbox game with non-reversible paths let me know, I have yet to encounter one). A (weak) example of implementing this would be something like the MC devoting the company to a particular field of pharmacology, unlocking a bunch of opportunities unique to that field and locking out the other areas of study and the opportunities therein for a 1 fiscal quarter (90 days) before you can look into respecing your field at the cost of new lab equipment. In that scenario a considerable amount of time and money are sunk, you really don't get those back, and your character has become defined by actions in that field of study (bonuses/debuffs to select people of interest). But as stated, that's not irreversible, just prohibitive towards those trying to take EVERY path at once. So lets take this further. Say a small opportunity arises for you the main character to do something a bit 'in the grey' with your company (eg. selling off near expired medicine at discount rates). The chances of repercussions are a low 2% so the user does it and gets a nice cash reward, what they also did was unknowingly open up a Macbethian plot-line they can return to. The first grey act opens up more, all with nice rewards and low (but increasing) chances of getting caught. These in turn open up more obviously illegal options while also secretly removing more moral choices from the game. The further the player progresses the more the game reacts to the decision by the user that their character is an amoral opportunist. Eventually the chances of getting caught will get high enough to finally spring the trap: The user is found out, not by the forces of law and order (though that's also an option with fun consequences) but by someone as amoral as the game thinks the player to be. The player is then blackmailed to pay out or do the occasional illegal act for the blackmailer at random intervals within the game until the user decided to simply turn themselves in (which could result in a game-over or a multitude of permanently burned bridges) or go after the blackmailer (which would have a high degree of failure resulting in the aforementioned game-over,burned bridges). Maybe the player is so content with going black hat that they just keep on doing criminal acts even after they defeat the blackmailer, in which case the game could start offering opportunities to reduce the likelihood of being caught while also removing all the moral options from the game. Either way, after a certain point there is no returning to the world as it was, aspect may heal over time but people and opportunities lost stay lost and the user has now truly defined their character and their place in the game from there onward.

You can make a game with choice without too much effort as long as the choices are separated into non-interacting mini-arcs (or have conditional checks for interaction but do not need complex interactions between choices), then each story arc can have multiple endings. The arcs can happen out of order, and may or may not happen depending on previous arcs (eg an arc has X option, but if you have Y character from a separate arc, it has a bonus option).

Mylen Ploa

Isn't it like "OK, the developer clearly wants me to go this way... time to run in the opposite direction to see what I'm missing"

TheMGA

I am going to disagree with your statement that "If a game isn't hard, it really isn't memorable" because I remember Mario cart 64 really well and that game is the opposite of hard. So what makes something memorable is impact, the surpassing and/or Subverting expectations. Your Power core example is a pretty good example of subverting expectation, you thought it would help and then it did the opposite of that. That was the memorable bit, that was the bit you talked about, you didn't talk about the grind to get that power core, that wasn't the memorable bit. It was the fact that it didn't do what you thought it would and beyond that what was more memorable than that was that the game didn't let you just take the power core back out even though that should of been something you should of been able to do. I will also tell you that neither of those expectations were intentionally meant to be subverted, as I also did this quest and was well aware that adding the extra power core would do something bad, I remember the quest givers instructions being oddly specific and the Optional objective text clueing me in.

KazzKazz

you changed how much the serums do too thats disapointing and now resricted to how many attributes can add and cant add 2 of the same type these things are unnecessary .... got all women preggers in lab rats 1 :) no option to take women off pill yet ... ????

need to be able to level MC more than just at start not enuff points. nothing to do at gym or office or clothes shop are these going to become part can you make MC better at things research, production make focus higher and such large grind to start off with have to do only with MC for 100-200 days otherwise run outta money

I'm in the middle of a replay through Fallout 4. Talk about choices... whooeee. That game is brutal. One mission I just had to replay about a dozen times through. The only option that will save a minor character (Kent) is a hard persuasion check. At the end of an elaborate dialog. At the end of clearing a building of baddies. You can do absolutely everything right, but in the end it's a roll of the dice as to whether you will actually succeed in the mission. In another, you open an access hatch halfway through a mission and place three fusion cores in a slot. But there's a slot for a fourth. You then go on to another dungeon clearing mission, and return with another part that lets a defunct amusement park ride operated for some cultists you are helping out. If (like me) you though "more is better", when you switch on the ride they cultists you spent the entire mission helping and trying to keep alive get smeared all over the inside of the ride. And once you put the cores in, there is no way to take them out, so backing up to autosave before you step into the ride won't help. But then again, Fallout is a pretty brutal game. You EXPECT that sort of thing. And after a while you just get in the habit of save...Save...SAVE, or cheating by looking stuff up, or just giving no fecks and going boldly forth. In the meantime, though, there is a lot of swearing and throwing the controller across the room in frustration. But honestly, swearing is caring. If a game isn't hard, it really isn't memorable. It took me quite a while to figure out how to keep the company solvent in Lab Rats 2. I played the hell out of it until I figured out a strategy, and then looked for the next nearly impossible task. But then again, I'm still tripping across new content in Lab Rats 1. The random element means that it never plays the same way through twice. Heck, there are times where I just replay it, but with all the non-obvious choices just to make sure I didn't miss something. (Well played on the "cleanup the lab button". by the way. Well played...)

Choices are a tough one. The first thing I thought of were the Telltale Games. I know it's an often treaded road to talk about that games, when talking about choices, but there is a reason to it. Although I like the story they tell most of the times, I still get frustrated at the end. The reason is that my decision did not make a difference, even if the game suggest otherwise (xyz will remember that). I played through a few of them a couple of times, but in the end it doesn't matter what I did. There was only a slight difference in the way I got to a point or even non at all. And then there are games like the Elder Scroll Games. Those are Games, where I feel my choices matter. What skills do I choose? What Guild do I join? Am I the good or the bad Guy. There is not much difference in the overarching plot, but I feel the freedom of choice and it feels rewarding. There are a few Games that stand out to me in terms of making choices. First there is "Heavy Rain". My choices can take a character out of the Game and depending on how I handled things I get different endings. The second one I wanna mention is "Life is Strange". In the end my choices don't really matter regarding the final outcome besides the last choice, but it felt rewarding non the less. Every choice reflected on the character I wanted Chloe to be. What those Games have in common are strong characters that feel unique and you develop a connection with (or don't). Although your choices might not affect the overall story, they effect the characters I started to like or despise and change their story slightly.

Red Claw

Choices are hard. Choices that cut off part of the contend are dangerous, they eat a lot of development time for something a lot of players might never experience, there are a decent number of people that don't replay games.

Dreyven


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