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The peacock 16 October 2005 by Mike Rozak
I ranted about the need for choice in several articles, such as Choice and consequences. Unfortunately, choices all come to naught when players reach the end of the game, where they have to kill the evil overlord whether they like it or not. All the choices they were given, such as whether to play a good or evil character, what clothes to wear, etc. are completely ignored by the ending. (If your world has no end, such as a typical MMORPG, then this issue isn't much of a problem, although you have a different set of problems to deal with.) Some games try to solve this problem by allowing multiple endings; In one ending, the player slays the evil overlord, while in another, the evil overlord slays the player's character... I'm being a bit cynical. Some games allow for completely different endings, such a letting the player partner with the evil overlord. Unfortunately, since designers don't want players to miss too much expensively-produced content, designers inevitably place the branches to the different endings at the very end of the game, usually in the last five minutes of play. This enables players to reload previous saves and see all the endings, thereby making the investment in content worthwhile. Designers could place the branches earlier in the game, but then they'd need to produce more content to cover the different (and lengthy) branches. Since most players don't replay their games, they wouldn't experience the extra content, making it a waste of resources. Additionally, since we're talking branches here, once a player makes the choice, its effects are final and irreversible. As I pointed out in Choice 2, players will have entered a new pearl on the string/tree. While this makes for a very strong choice, it will annoy many players when they realise they're following the "wrong path" and can't undo it. (The "wrong path" is in the eye of the beholder.)
The feather Here's an alternative way to view a typical game's choices:
If you simultaneously stretch your imagination and squint very hard, you can imagine the game's choices look like a feather, which is narrow at one end (where it attaches to the bird), wide in the middle, and narrow at the tip. (For Monty Python fans, you can also think of it as a brontosaurus.) When designers produce multiple endings, they usually produce one main feather. At its tip are splayed several other feathers whose roots all meet at the end of the first feather. This configuration happens to look like a tree, with branches where the feathers meet. If you really-really squint, the feathers look like the pearls mentioned in Choice 2.
The peacock And now for something completely different... Rather than producing a tree from the feathers, arrange them like a peacock's tail feathers. They all start from one point and splay out in all directions. Notice that the feathers overlap near the base, so that from a distance, you're not really sure which feather you're seeing. The overlap is greater at the base than the tips. Only at the tips is it easy to identify which feather is creating the pattern. (By the way, peacock feathers really don't overlap that much; Analogies only go so far.) If I explain the analogy in game terms:
In technical terms:
Notice that this is different from the string/tree of pearls that I discussed in Choice 2. There are no 100% final decisions, although some decisions might be very difficult to counteract.
Advantages and disadvantages of the peacock The peacock works well because:
Of course, the peacock arrangement is not without problems:
Beyond the peacock
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Copyright 2005 by Mike Rozak. All rights
reserved.
Mike@mXac.com.au
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