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Thursday, March 11, 2010

To Be or Not to Be: Ingredients for Meaningful Choice in Games

Posted by Brice on February 6, 2010

valkyria-chronicles

Valkyria Chronicles is a game that embodies well designed choice.

Choice is often necessary for the deeper emotions of life.  Choice are how people express themselves, design their lives, and make mistakes.  It is through choices that we build our pasts and shape our present.  Choices make life feel alive and real.

Choices can also appear in games, but for some reason, when many developers attempt to create meaningful choice in their games, they miss key components.  Oftentimes poorly executed choices in games tend to feel empty, unimportant, or as though there really was no choice at all.

Luckily, when trying to design something like meaningful choice, we are not groping in the dark (as with some other design challenges).  Meaningful choice is something that you and I experience every day in our real lives.  What can life teach us about game design in this area?

What is meant by meaningful?

Let’s start be defining exactly what our goal here is.  I am defining a “meaningful choice” as a choice that the player makes that they actually care about.  They deeply considered the choice.  They felt the weight of the choice.  And after the choice was over, they remember it and feel either satisfaction or regret.

A choice is a reflection of the player.  Interactivity is one of the most important aspects of games that sets them apart from all other media.  By giving the player a choice, you give them a chance to express themselves and differentiate their gameplay.  You give them the chance not just to tell a story, but to show them the meaning of the consequences of their own actions, not just a set of actions that was predetermined.  This lifts games above all other forms of storytelling.

According to the Game Design Canvas, meaningful choice is build using the bricks of the game’s Punishment and Reward Systems.  There are three essential components.  Neglect any one of them and the choice is rendered meaningless.  The three ingredients are awareness, consequence, and permanence.

First Ingredient of Choice: Awareness

This may seem obvious, but you would be surprised how many early developers (including myself in my first games) make this mistake.  For a choice to be meaningful, the player must first be aware that they are even being presented with a choice.  Failing to recognize a choice is not the fault of the player, it is the fault of the game and the developer. WAIT! There is more to read… read on »

Gameplay is King: Story is Distant Second

Posted by Brice on January 29, 2010

uncharted-2

I only recently got around to playing 2009’s  most critically acclaimed game title: Uncharted 2 for the PS3.  Personally as a player, this isn’t exactly my kind of game; I’m not a huge shooter fan and, like Avatar, the story and premise seemed a bit simple.  However, as a game designer, I can’t excuse myself from a game so highly regarded among players and developers alike.  Even if it didn’t interest me in the name of my own entertainment, it certainly interested me in the name of my design education.

After sinking a good number of hours into it, I can definitely say that it is worth the ride.  The game has a captivating story and interesting characters, but that’s not why it’s a great game.  It is a great game because of the only thing that can make a great game: great gameplay.  Let’s step through two of the best points of this game’s design and execution.

Don’t Tell Me About It; Let me Do It

Let’s start with Uncharted 2’s biggest selling point: you get to play everything you want to play.  You do everything you want to do.  Action?  You do it.  Talking?  It’s just a cutscene.  This may seem obvious, but it’s more difficult than it sounds. WAIT! There is more to read… read on »