Captain Shrek
Guest
I suppose that this is the second part of the series I decided to bring into being after I wrote this: http://www.rpgcodex.net/forums/index.php?threads/principles-of-game-design-basics.67012/. If it was not the original intention to write it as a series, it soon became one. Why was this topic chosen? Because I made a promise to someone that I would write about this. That's just a reason to appear noble of course. The real reason is that I wanted to write about this, and the promise thing reminded me to do so.
The purpose of this post, as made obvious from the title, is to discuss what is the correct measure of Choices you can make and what kind of consequences are considered well implemented, as an element of game design.
There is a formal warning here: Choice and Consequence as a feature is a literary device (although unique to interactive literature, a comparatively recent form of medium). Meaning that while implementing it, you have to respect the integrity of the plot. We will talk about this in detail (!) later. Just be advised.
We will tackle this problem in three steps:
0) Definitions
1) What we want from this element of game design?
2) What is actually plausible in Game design?
So:
0) Definitions
What is a choice in a game? It is a point in the game where a particular decision results in a significant change in the plot. We are limiting ourselves in the article to to those decisions that introduce PLOT differences. Significant means that thePLOT is affected in its content in a manner that creates at least two independent parts of the PLOT at the point of the choice which may or may not converge. It is in fact possible but difficult to quantitate this idea: e.g.
You encounter a guard at the main gate of the mansion. You choose to:
a) Knock him out with a blackjack.
b) Knock him out with a karate chop.
As you can see that there is NO reasonable change in the overall PLOT due to the 'choice' (This particular brand will be hence forth called Biowarian variety). This is not what we are defining above as choice. If you decided to enter the above mentioned manor through:
a) An invitation
b) Via the sewers (??!!....)
And it gives you two different clues to who murdered the prime-minister, then the decision is called a Choice in this framework because this choice gave you two separate results that had important implications for the narrative as a whole. If you were reading closely enough, you can already see that the way choice has been defined in this article, consequences are inherently tied to them. Consequences are thus defined as the Significant results of your choices e.g. the two different clues as to who/what killed the prime-minister.
Please understand that these definitions are valid only within the framework created here. DO NOT BE A RETARD AND POST DICTIONARY MEANINGS OF THE WORDS.
1) What we want from this element of game design?
This section is about ideal games; Game development where there is no upper limit of resource (including human capital). This will put us in position to recognize what are some good reason why this feature should exist, particularly within a genre where you are acting within a set of parameters defined by your character creation rules . I will explain in a moment what that sentence is doing.
So where are C&C necessary?
Be warned : CHOICES ARE AN EXTRA ELEMENT. There is no real reason to give you a choice in a shooter game for example (Half life). This can be made possible by having just one path to finish the game. Thus the game can be LINEAR. Understand that this is a completely valid way of designing a game. There are two reasons why Choices will be implemented in game. In purely action games, Choices are an EXTRA. They are a design choice to give you more content. But in games that are supposedly focused on character creation and character traits, Choice is a heavily expected feature. Please notice again its not a necessary feature, because the Character related features could be purely game-play features (e.g. Blood Bowl, where character is the entire team). Choices are NECESSARY when the emphasis of the game is two-fold: Story (i.e. Narrative) and Character Creation/Development. Please take some time to mull over this issue and discuss if you see some obvious pitfalls.
How is it to be handled?
Since this is the idealistic section, we would want every Choice in the game to have persistent consequences. Note that this is a quality different than the Significant Consequence. The clue that you found to Prime minister's murder would have to change the plot so that you uncover independent plots to assassinate the president or bombing the airport. Persistent would mean that the branch created out of this consequence diverge from the other branch within the context of the plot in reasonable limits ( integrity of the plot) as much as possible and so on and so forth! The aim of this exercise in design is as previously mentioned, to give you maximum quality content possible. All important parts of the plot should have at least one choice associated to them to stress their importance and some Chekov's guns to boot.
Also, if there is a sequel, all your final choices should be carried over and keep on diverging (mow I hope you begin to see the limitations of C&C implementation).
2) What is actually plausible in Game design?
Given realities of Game design (which I am utterly unfamiliar with but will still stubbornly choose to pretend expertise with) it is impossible to have ideal C&C in this framework. The resources required are simply too expensive and the profits probably not very high very when you are competing to target Biowarian audience.
What can reasonably be expected from C&C though is follows:
The branches can't be the same length as the story. The longest branches are best put at the SECOND HALF THE PLOT so as to maximize the impact (memorability and effects) of C&C.Even though its impossible to create true consequence in the very beginning of the game (according to definitions presented here) because they tremendously increase production costs, it is possible to create small branches at the start and insert Narrative-wise 'inconsequential' but emotionally AND gameplay-wise important details as the potential effects e.g. some character you saved appearing at the end to help, providing you with the location of hidden routes, making accessible the said hidden route and thus making a particularly tough level easier (vice-versa for evil characters), providing some solid lore that affects the end-game a bit etc. These small touches are exactly what make Deus Ex great.
It is further possible to increase the C&C aspect of the game by putting many choices at the last tenth of the game. These could include changing the end boss or his difficulty, avoiding the battle entirely (but again respecting the plot : integrity of the plot, so only available if it makes sense lore-wise), killing the PC if he made some stupid choice etc.
Please understand that it is IMPOSSIBLE for the sequel to honor ANY CHOICE significantly, however important it may be when made in the prequel. That would amount to making games equal to number of possible outcomes and selling all of them as one game. Not gonna happen buddy. What can AND SHOULD happen is some important aspect of the END GAME of the sequel to change due to the choice in the first game so as to increase its impact (Again while respecting the integrity of the plot).
This is what I believe is necessary to start a meaningful discussion on the issue. I hope we actually manage to get something out of all this effort.
- QWINN
The purpose of this post, as made obvious from the title, is to discuss what is the correct measure of Choices you can make and what kind of consequences are considered well implemented, as an element of game design.
There is a formal warning here: Choice and Consequence as a feature is a literary device (although unique to interactive literature, a comparatively recent form of medium). Meaning that while implementing it, you have to respect the integrity of the plot. We will talk about this in detail (!) later. Just be advised.
We will tackle this problem in three steps:
0) Definitions
1) What we want from this element of game design?
2) What is actually plausible in Game design?
So:
0) Definitions
What is a choice in a game? It is a point in the game where a particular decision results in a significant change in the plot. We are limiting ourselves in the article to to those decisions that introduce PLOT differences. Significant means that thePLOT is affected in its content in a manner that creates at least two independent parts of the PLOT at the point of the choice which may or may not converge. It is in fact possible but difficult to quantitate this idea: e.g.
You encounter a guard at the main gate of the mansion. You choose to:
a) Knock him out with a blackjack.
b) Knock him out with a karate chop.
As you can see that there is NO reasonable change in the overall PLOT due to the 'choice' (This particular brand will be hence forth called Biowarian variety). This is not what we are defining above as choice. If you decided to enter the above mentioned manor through:
a) An invitation
b) Via the sewers (??!!....)
And it gives you two different clues to who murdered the prime-minister, then the decision is called a Choice in this framework because this choice gave you two separate results that had important implications for the narrative as a whole. If you were reading closely enough, you can already see that the way choice has been defined in this article, consequences are inherently tied to them. Consequences are thus defined as the Significant results of your choices e.g. the two different clues as to who/what killed the prime-minister.
Please understand that these definitions are valid only within the framework created here. DO NOT BE A RETARD AND POST DICTIONARY MEANINGS OF THE WORDS.
1) What we want from this element of game design?
This section is about ideal games; Game development where there is no upper limit of resource (including human capital). This will put us in position to recognize what are some good reason why this feature should exist, particularly within a genre where you are acting within a set of parameters defined by your character creation rules . I will explain in a moment what that sentence is doing.
So where are C&C necessary?
Be warned : CHOICES ARE AN EXTRA ELEMENT. There is no real reason to give you a choice in a shooter game for example (Half life). This can be made possible by having just one path to finish the game. Thus the game can be LINEAR. Understand that this is a completely valid way of designing a game. There are two reasons why Choices will be implemented in game. In purely action games, Choices are an EXTRA. They are a design choice to give you more content. But in games that are supposedly focused on character creation and character traits, Choice is a heavily expected feature. Please notice again its not a necessary feature, because the Character related features could be purely game-play features (e.g. Blood Bowl, where character is the entire team). Choices are NECESSARY when the emphasis of the game is two-fold: Story (i.e. Narrative) and Character Creation/Development. Please take some time to mull over this issue and discuss if you see some obvious pitfalls.
How is it to be handled?
Since this is the idealistic section, we would want every Choice in the game to have persistent consequences. Note that this is a quality different than the Significant Consequence. The clue that you found to Prime minister's murder would have to change the plot so that you uncover independent plots to assassinate the president or bombing the airport. Persistent would mean that the branch created out of this consequence diverge from the other branch within the context of the plot in reasonable limits ( integrity of the plot) as much as possible and so on and so forth! The aim of this exercise in design is as previously mentioned, to give you maximum quality content possible. All important parts of the plot should have at least one choice associated to them to stress their importance and some Chekov's guns to boot.
Also, if there is a sequel, all your final choices should be carried over and keep on diverging (mow I hope you begin to see the limitations of C&C implementation).
2) What is actually plausible in Game design?
Given realities of Game design (which I am utterly unfamiliar with but will still stubbornly choose to pretend expertise with) it is impossible to have ideal C&C in this framework. The resources required are simply too expensive and the profits probably not very high very when you are competing to target Biowarian audience.
What can reasonably be expected from C&C though is follows:
The branches can't be the same length as the story. The longest branches are best put at the SECOND HALF THE PLOT so as to maximize the impact (memorability and effects) of C&C.Even though its impossible to create true consequence in the very beginning of the game (according to definitions presented here) because they tremendously increase production costs, it is possible to create small branches at the start and insert Narrative-wise 'inconsequential' but emotionally AND gameplay-wise important details as the potential effects e.g. some character you saved appearing at the end to help, providing you with the location of hidden routes, making accessible the said hidden route and thus making a particularly tough level easier (vice-versa for evil characters), providing some solid lore that affects the end-game a bit etc. These small touches are exactly what make Deus Ex great.
It is further possible to increase the C&C aspect of the game by putting many choices at the last tenth of the game. These could include changing the end boss or his difficulty, avoiding the battle entirely (but again respecting the plot : integrity of the plot, so only available if it makes sense lore-wise), killing the PC if he made some stupid choice etc.
Please understand that it is IMPOSSIBLE for the sequel to honor ANY CHOICE significantly, however important it may be when made in the prequel. That would amount to making games equal to number of possible outcomes and selling all of them as one game. Not gonna happen buddy. What can AND SHOULD happen is some important aspect of the END GAME of the sequel to change due to the choice in the first game so as to increase its impact (Again while respecting the integrity of the plot).
This is what I believe is necessary to start a meaningful discussion on the issue. I hope we actually manage to get something out of all this effort.
- QWINN