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Choices, part 4
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25 June 2008
by Mike Rozak
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Before you read this article, you should familiarize
yourself with Choices, part 3.
Computer games (and gameplay) require choice.
Player's choices must have consequences. This article discusses consequences.
The consequences of a choice can be categorized in
two ways:
- Positive, neutral, and negative consequences
- Players can percieve the consequences of their choices as a range from positive to
negative. How positive/negative a consequence is depends on what the player
is trying
to achieve with the choice - the player's goals.
To complicate matters, a player's perception of the positiveness of a choice may be at odds with the consequence's real positive/negative effects.
For example: When smoking was first introduced
to Europe, Europeans thought that smoking had beneficial health effects
even though it was really killing them.
- Expected or unexpected consequences
- There are
four types of expectation:
- Expected and happened - The player
expected the consequence, and the consequence happened as expected. For example:
If a player pressed "w" to walk forward, they expect their character to move forward.
- Expected but didn't happen - The
player expected a consequence, but it didn't happen. For example: The "w" key doesn't
actually move the
player forward; maybe there's an invisible barrier?
- Unexpected with feedback - A consequence
happens that the player didn't expect, but they soon (or eventually) learn about
the unexpected effect of their action. For example: The player presses "w", walks
on a trap, and
gets feedback two seconds later when a 16-ton weight falls on their character.
- Unexpected without feedback -
A consequence happens, but the player never learns that it's associated with one
of their actions. Or, the player makes the connection too late in the game to use
this knowledge again. For example: Walking on a patch of ground happens
to annoy the local garden gnome who decides to never show himself to the player.
The player never sees the garden gnome, never learns he has upset the garden gnome, and never knows the garden gnome exists.
Thus, for every choice a player makes, a designer can create a table of the consequences. This table for "walking forward" might be:
|
Expected
and happened |
Expected
but didn't happen |
Unexpected
with feedback |
Unexpected
without feedback |
|
Positive |
Character moved forward, which aids in completeing
the goal, "Walk towards the castle." |
|
|
|
|
Neutral |
The grass is flattened where the player walks. |
|
|
The garden-gnome is annoyed by the player walking on the grass,
and never talks to the player. |
|
Negative |
|
The character was blocked after a few steps by an invisible
wall. |
A 16-ton weight drops on the character's head. |
|
Why is this table useful?
(Here are some random bullet points that explain "why".)
- Choices with too many different consequences
are confusing for the players. Choices with too few consequences aren't interesting.
For example: Walking that causes twenty different consequences is too confusing. Walking with
only one consequence, moving the character, is boring.
- "Expected and happened" consequences are
necessary so that players feel like they are in control. If most consequences
are "expected and happened", however, players will become bored and stop playing.
- "Expected but didn't happen" consequences
cause frustration. However, without any hiccups, players will find the game too
predictable, and boring.
- "Unexpected with feedback" consequences
surprise the player. A few surprises add to the fun, but too many surprises
and the player will feel like they're not in control.
- "Unexpected without feedback" consequences
are usually pointless since players never find out about the consequences.
A random
number generator would be less work, yet still perceived the same by the player.
(There are exceptions to this. See below.)
It's amazing how many games never provide feedback to players about important
consequences, so players never knows the consequences happened! Players
only find out that they made an important choice by reading the game's walkthrough
and learning that if they hadn't walked over the grass, the garden gnome would have
appeared and changed the course of the game.
One place where "unexpected without feedback" works is customizing the gameplay
experience to the player's personality. If a game learns that the player's
favorite color is purple (though some choices
in a personality test), and uses that information to make all magic items purple
and the game more fun for the player, it doesn't matter if the player knows that
his choices had consequence.
- If the "positive" effects far outweigh the "negative"
effects then players will find the experience too easy and give up.
- If the "negative" effects far outweigh the "positive"
effects then players will find the experience too difficult and give up.
- "Neutral" effects are mostly pointless
because the player won't care. There are some important expections, as
discussed later.
Some minor neutral effects can be used to enhance realism; Walk
through the grass and the grass gets trampled down, for example. Trampled grass has no effect on gameplay,
other than to improve immersion.
- Too many negative "Unexpected with feedback"
consequences (not counterbalanced by positive "Unexpected with feedback")
will cause players to become paranoid, dread all unexpected consequences, and lean
towards making only safe choices. For example: In real-life, people don't like to
see police cars parked by the side of the road because they mean speading tickets,
and speading tickets are always bad. If police cars occasionally stopped people
for driving well (not speeding), and gave the drivers a free toaster as reward,
police cars wouldn't be dreaded.
- Conversely, if postive "Unexpected with
feedback" consequences outweigh the negative ones, players will be encouraged to
explore.
- Most importantly, stating the obvious in
"table format" hints at the different types of effects for consequences! (See below.)
Creating a table of different consequences hints at
the different types of effects for consequences. Some of them are:
- Consequences can enable or disable other
choices, or work towards enabling/disabling another choice. This is the
standard resource allocation game. Players can make choices that
increase and/or decreases resources. When a resource reaches a certain value, players
can make a choice to use the resource, enabling them to make more choices.
This is the most prevelent type of effect in games, so common that games that
rely only on this effect (resource allocation) are considered boring.
- Consequences can inform players about choices
they didn't know they had. (Or, consequences can lie to players and "inform"
them that they can't make certain choices.)
- Consequences can inform (or lie to) players
about what to expect. For example: A consequence of walking on a trap and
having a 16-ton weight unexpectedly falling on their character is that players know
to expect the weight to fall the next time they walk there (which might be a useful
combat tactic). Or, more cleverly, as a consequence of reading the "Keep out! Signed,
the garden gnome." sign, players will learn about the garden gnome being
upset by their walking over his grass, turning "Unexpected without feedback" into
"Expected".
- Consequences can change other consequences
from "positive" to "neutral" or "negative", or vice versa. The most obvious
use is to give the player a new goal, so players know of the change. Sometimes the
"rules" of the game will change, a favorite effect of games like "Magic! The gathering".
- Consequences can change the player's perception
of whether a consequence is "positive", "neutral", or "negative". The consequence
of reading the health warning on the back of a pack of cigarettes is learning that
smoking isn't actually healthy, contrary to the "Smoking is healthy" message
implied by healthy actors smoking in cigarette ads.
- Consequences can change other consequences
from "positive" to "negative" without actually informing the player that the rules
have changed!
- Other types of effects exist independent
of the table, such as affecting the player's emotional state, affecting
other players, or affecting the real-life relationship between players.
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