Balancing Choice With Irreversible Consequences In Games
The Moving Pixels blog has an article about the delicate balance within video games between giving players meaningful choices and consequences that cannot necessarily be changed if the player doesn't like her choice afterward. Quoting:
"One of my more visceral experiences in gaming came recently while playing Mass Effect 2, in which a series of events led me to believe that I'd just indirectly murdered most of my crew. When the cutscenes ended, I was rocking in my chair, eyes wide, heart pounding, and as control was given over to me once more, I did the only thing that I thought was reasonable to do: I reset the game. This, of course, only led to the revelation that the event was preordained and the inference that (by BioWare's logic) a high degree of magical charisma and blue-colored decision making meant that I could get everything back to normal. ... Charitably, I could say BioWare at least did a good job of conditioning my expectations in such a way that the game could garner this response, but the fact remains: when confronted with a consequence that I couldn't handle, my immediate player's response was to stop and get a do-over. Inevitability was only something that I could accept once it was directly shown to me."
The post certainly fits with the contradicting feelings I have on this issue. I have found the issue even more pronounced with some of the decisions in Fallout 3 & Fallout: New Vegas. I love the comparative level of choice the games present, but rarely end up taking too much advantage of it.
To give a spoiler based example from Fallout 3. I worked to get a snobby hotel to accept a bunch of Ghouls as residents. I avoided requests to kill of the Ghouls, to help the Ghouls break in instead and negotiated their admittance. Next time I visit the Ghouls had murdered the original residents. Obviously this wasn't the outcome I had intended, and my desire to go back and alter my decision nearly got the better of me. I still admire Bethesda for putting all those decisions, and the potentially unexpected consequences in there. It was a well crafted kick in the balls showing me that I was playing god and got it wrong.
When I first started playing nethack, I was frustrated by how almost everything was irreversible and game changing. I would quickly kill myself when sometihing didn't go the way I thought it should.
I have since resolved to play out each game the best I can no matter how unlikely the odds seem to be. In the process, I've learned to be more careful with each choice that I make. This has the advantage of adding a more real sort of fear that gets the blood pumping. I get a real tingle up my spine when I "sense a wave of psychic energy" at the bottom of the Gnomish Mines.
Another upside is that I find that I have more unique characters which sometimes require unusual tactics to get by. When you overcome these challenges, you have a story to tell that likely has never been experienced before.
There are 10 commandments: 01)Thou shalt love the Lord Thy God 10)Thou shalt love thy neighbour as thyself.Matt22:34-40
All it means is that you are a pussy. Seriously.
Indeed.
The greatest moment in my FPS career occurred in Half-Life 1. About 15% through the game, there is a level that contains many heavy blast doors. A sensor near the door responds to fire and explosions by lowering the door, with accompanying sirens and flashing lights. Once the door comes down, it stays down, forever. Even if that means the player is stuck on the wrong side of it with no other way to proceed.
When I realized all this, triggering a blast door became a heart-pounding moment.
Eventually I figured out I could use the doors tactically, by triggering them as I came near, and slipping under just in time, such that the enemies chasing me couldn't follow.
Years later I ended up dating a videogame level designer. In his group it is a sin for a level to contain any "player cannot progress" situations like those blast doors. I patiently explained over and over to him (without success) that such a thing actually improves a videogame, because it makes it feel more real and less like a ride on a monorail train.
We aren't dating any more.
FATMOUSE + YOU = FATMOUSE