- Joined
- Jun 25, 2013
- Messages
- 96
- Reaction score
- 3
- First Language
- English
- Primarily Uses
So there's a mechanic of game design that I've been wondering about a lot lately. The illusion of choice. What is an illusion of choice? Well it's where you're given 2 or more choices but they all ultimately lead to the same conclusion.
Let's have some examples. :3
How bout another?
This isn't a complaint against railroading the plot, I'm actually rather fine with that. It's difficult to create an entirely new game just because your players don't want to play through the one you originally gave them. But lemme ask you this, do you really need to pretend that your game can be played any other way?
Kill the orc, don't kill him. Doesn't matter, in a few days most of what you know and love is going to die anyway, why not just have the villagers kill him regardless.
And why not overthrow the despot king instead of pretending that siding with him is going to make any difference? (or hey if you believe that siding with a despot king makes more sense, and there's certainly a good argument for that, go for it, but leave a rebellion out of it)
One can argue that it's the journey itself that has the value, not the end. I do certainly agree that the journey is where most of the payoff happens for a player, but why bother putting effort into a fake choice when you can use that time and energy to expand upon your game in a meaningful way?
Note being given the choice in which order to pursue something isn't really an illusion of choice, that's just...well choosing the order in which to collect certain items.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
This is somewhat similar to "But thou must" which is another old trope I believe needs to die...in a fire...over a lake of molten rock. >.>
Now with But Thou Must you're also given 2 or more choices that all end up being the same thing.
If they aren't the same thing then you're just looped back to the original question until you answer "correctly."
Such as "Save the kingdom"
Yes. No.
When yes you embark on an epic adventure.
When no it just loops you back. No matter how many times you select it. Over and over and over again.
A more sinister version of But Thou Must is where the "No" option gives you a Nonstandard Gameover.
Much like the illusion of choice I have to wonder if having choices like this should even exist. There's nothing being gained here. All you're doing is adding a few extra seconds of game that do nothing but annoy your players (okay well it annoys me, I don't know about the rest of you. XD)
But maybe you see a point behind using a But Thou Must, maybe it's just about giving the player the option to end their game there. After all what is a "You win, end of game" but a positive game over? Both are the end of the game, just one usually comes with a credit roll and a cheery bgm. Shouldn't we let players end their game when they want to?
I'm very curious as to how the rest of the forum thinks about this mechanic.
Let's have some examples. :3
You live in a small village. One day your fellow villagers capture an orc. They ask you if they should kill it or let it go. Deciding not to be a dick you let the guy go in the hopes that he'll let the other orcs know your village isn't full of mean humans. A few days later an orc army sweeps over your village killing most of your loved ones and sending you on a revenge sworn quest to destroy the evil orc king. They attacked because the orc you let go told them where to find easy prey.
Well...damn. That kind of sucked, guess we should kill him instead.
So we reload the game and go back into the choice, this time we kill him.
A few days pass and an army of orcs sweeps through your village killing most of your loved ones and sending you on a revenge sword quest to destroy the evil orc king. Only this time they charged in because you killed a friend of theirs.
I...what?
Well...damn. That kind of sucked, guess we should kill him instead.
So we reload the game and go back into the choice, this time we kill him.
A few days pass and an army of orcs sweeps through your village killing most of your loved ones and sending you on a revenge sword quest to destroy the evil orc king. Only this time they charged in because you killed a friend of theirs.
I...what?
You're a low ranking heir to the throne (think like 8th maybe 15th in line, no real chance of getting the throne yourself) and the rebellion contacts you about overthrowing your despot father. You can either side with the rebels or stay loyal to the king.You decide that yeah, your dad is a dick and that you could run this country 10 times better.
So you go through a big old rebellion that ends in the death of the king and most of the heirs in your way. Those that are still alive either flee or swear fealty to you. Hooray, you're the king baby! Now you have to raise your army, and build up your town to defeat the ancient evil that's rising.
But wait. What if you're doing a second playthrough and you want to play it a bit more Lawful Evil? Well the game gave us the option right?
So this time we decide to remain loyal to the king, we hunt down rebels and all that jazz, but near the end a great lot of the heirs and the king himself are killed by suicidal assassins! Now the remaining heirs that are higher than you either flee or hand over the throne to you, not wanting the pressure associated with it.
You're the king baby!
But...I didn't want to be king, that's why I didn't overthrow the king.
Well...too bad! Now get to raising that army and fighting the ancient evil!
So you go through a big old rebellion that ends in the death of the king and most of the heirs in your way. Those that are still alive either flee or swear fealty to you. Hooray, you're the king baby! Now you have to raise your army, and build up your town to defeat the ancient evil that's rising.
But wait. What if you're doing a second playthrough and you want to play it a bit more Lawful Evil? Well the game gave us the option right?
So this time we decide to remain loyal to the king, we hunt down rebels and all that jazz, but near the end a great lot of the heirs and the king himself are killed by suicidal assassins! Now the remaining heirs that are higher than you either flee or hand over the throne to you, not wanting the pressure associated with it.
You're the king baby!
But...I didn't want to be king, that's why I didn't overthrow the king.
Well...too bad! Now get to raising that army and fighting the ancient evil!
Kill the orc, don't kill him. Doesn't matter, in a few days most of what you know and love is going to die anyway, why not just have the villagers kill him regardless.
And why not overthrow the despot king instead of pretending that siding with him is going to make any difference? (or hey if you believe that siding with a despot king makes more sense, and there's certainly a good argument for that, go for it, but leave a rebellion out of it)
One can argue that it's the journey itself that has the value, not the end. I do certainly agree that the journey is where most of the payoff happens for a player, but why bother putting effort into a fake choice when you can use that time and energy to expand upon your game in a meaningful way?
Note being given the choice in which order to pursue something isn't really an illusion of choice, that's just...well choosing the order in which to collect certain items.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
This is somewhat similar to "But thou must" which is another old trope I believe needs to die...in a fire...over a lake of molten rock. >.>
Now with But Thou Must you're also given 2 or more choices that all end up being the same thing.
If they aren't the same thing then you're just looped back to the original question until you answer "correctly."
Such as "Save the kingdom"
Yes. No.
When yes you embark on an epic adventure.
When no it just loops you back. No matter how many times you select it. Over and over and over again.
A more sinister version of But Thou Must is where the "No" option gives you a Nonstandard Gameover.
Much like the illusion of choice I have to wonder if having choices like this should even exist. There's nothing being gained here. All you're doing is adding a few extra seconds of game that do nothing but annoy your players (okay well it annoys me, I don't know about the rest of you. XD)
But maybe you see a point behind using a But Thou Must, maybe it's just about giving the player the option to end their game there. After all what is a "You win, end of game" but a positive game over? Both are the end of the game, just one usually comes with a credit roll and a cheery bgm. Shouldn't we let players end their game when they want to?
I'm very curious as to how the rest of the forum thinks about this mechanic.
