TechRaptor - On Choice and Consequence

HiddenX

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Robert Grosso (TechRaptor) talks about choices and consequences:
Playing Roles: On Choice and Consequence

Note: The following editorial contains spoilers. You have been warned.

“Choices.” “Consequences.” “Engaging decisions.” These are the short and catchy buzzwords of a fast-growing gaming medium that have found a way into the very heart of modern game design. It is almost inescapable in the current market to find a game not touting how much “impact” your choices have, especially in the realm of role-playing games. For each choice we see though, within them is a growing illusion of what they truly represent. Having control and impact on the choices made in games is something of a misnomer, because in the end a fundamental question needs to be asked: how much control does the player actually have over their choices?

It really is a difficult question to answer, mainly because of the diversity of the video game market. On the one hand, the player should have a degree of control, mainly in terms of actual gameplay mechanics. On the other hand, the developers set the rules of the game through those same mechanics, essentially forcing players to operate within the world. For story-driven games, this also includes controlling the plot through the allotted and limited number of in-game choices. (…)
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Choices with consequences are an illusion in games, because the devs can't branch again and again … and program all this out. So they need to lead branches back together over the course of events in the game.
What they can do - they can offer different (evil, good, sneaky etc.) paths to a few game-states.
So branching on a local level is easier to implement than branching on greater or even global levels of the game.
 
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