The Choices We Make

A thought occurred to me while I was working on my third playthrough of Dragon Age: Origins: how player choice can present itself differently across different games. Now I know this has been a long discussed topic, particularly when people feel that in so many games that their choices don’t matter, but I wanted to discuss how I most enjoy player decisions when they’re available.

This particular DA:O playthrough was my first time trying a new character (new origin, new look, new personality, new love interest, the whole bit), and as I progressed through the game, I realized that a lot of my significant plot point choices were very similar to my “canon” playthrough’s choices. I didn’t intend it to be that way, since I usually like to play around with new choices, but I also realized that several of the choices in DA:O have very clear indicators for what are the “right” and “wrong” choices. Not for everything (some decisions have more ambiguous consequences), but when it comes to recruiting allies for the final fight against the Archdemon, certain decisions could wind up costing you companions as well as certain allies. Alternatively, Dragon Age II and Dragon Age: Inquisition had a number of quests that relied on the player’s perception of the situation (sometimes with the intent of questioning morality) and it felt more catered to whatever personality you gave your protagonist. (Side note: personally, I don’t think DAII is as morally grey as it likes to think it is, but there were more opportunities to incorporate your decisions into defining your protagonist’s characterization.) The Dragon Age series’ choices are not perfect, but there is more room in the later games for varying personalities and characterizations than just “I’m being a horrible person just because I can.”

The point is: I feel that player choices work better when there’s an ambiguity to their result. I want to be sitting there wondering “did I make the best choice?” rather than just working down a “good” or an “evil” path. And when I make that choice, I don’t want only immediate results, I want that choice to affect me 10, 20, 30 hours later too… or even in the next game. I could not tell you how glad I was to have dodged a bullet in DA:I when I realized that making Alistair king two games ago might have just saved his life (and kept my Warden from a broken heart). I want more games to give me that sort of stress: make me feel the consequences of my actions even long after my decision has been made.

Games have the very unique ability to travel down different plot pathways, a reminder of the old “Choose Your Own Adventure” books, and when done well, I think it’s a very fun mechanic for the player to mess around with. It drives replayability by having the player wonder “what if I had done this instead?”, it encourages communication between players (for better or worse) on how they handled different decisions, and it has the ability to characterize the audience/player. One of the things I love knowing about my friends who have played the same game as me is how they decided to play the game. Did we make similar choices? Were different choices made based on what kind of personality they gave their character? What choices do they gravitate to naturally and what are they breaking away from to play their protagonist “in character?” I’m certain developers love hearing these sorts of responses as well. It’s a feature I love about finishing episodes in Telltale Games: polls will indicate how many made certain decisions and if you were in the majority or minority.

Telltale Games, in fact, is a company that has built an entire brand identity on the concept of branching storylines, with the mechanics and episodic set-up laying the groundwork for a lot of possibilities. I am particularly enjoying some of the new features added in the latest Batman: The Enemy Within, which include shifting attitudes towards Batman based on how you treat each of these characters in dialogue options. This expounds upon Telltales’ previous MO of “_____ will remember this” and creates the sensation of more tangible consequences and repercussions, whereas before it sometimes felt as if that statement didn’t have an explicit consequence. I understand that sometimes Telltales’ games have to override decisions for the sake of keeping a somewhat linear storyline, but one day, I would like to see them create completely separate scenarios and situations based on the decisions made by the player. It doesn’t have to be the whole game (that’s definitely a lot of work), but it would be interesting that for an episode, there could be two different versions with completely different scenarios and decisions. Then make it tie back into the story later, once the storylines have converged again: how will the protagonist react to a later situation based on what they experienced in one episode vs a protagonist who witnessed the other version?

The Dragon Age series and Telltale Games’ series are obviously not the only games that have a strong focus on player choice. Pyre is another game that focuses on decision-making, albeit a bit in a more subtle way. I mentioned in its original review post that there is no “True Ending” for Pyre, and you are forced into uncomfortable decisions in the realization that you won’t get absolutely everything “right.” Since there isn’t a right or wrong answer to the choices, players are given full responsibility for their actions in a way that adds pressure to the decision. Life is Strange starts off strong with their choices affecting characters and the player in later episodes. For example, being nice to one of the characters in the first episode will make them more receptive your cautions as opposed to suspicious in the later episodes. There are also many things to interact with that will show up in small ways later, such as under-watering or over-watering your plant. However, in the ending of the game, the ending itself is only based on a final choice, which just about ignores every decision you’ve made up until that point. It was possibly one of the most frustrating things to find that at the end of a very detailed game, none of your decisions had an effect on the ending.

Personally, I love decision-based games that give me a certain freedom to play how I want, and you can tell when the writers of these games took the time to consider the different options a player might want to take. Given that decision-based games continue to be a popular trend, I think writers should continue to examine how they go about writing these forks in the road. My personal favorite approach is the “you’ve made your bed, now lie in it” approach, making the player wonder if they’ve made the “best” choice and making them feel the effects even long after those scenes have passed. I’m curious to hear your thoughts: how do you think player choices should be handled? What games do you think use this concept well? How do you think some of these mechanics could be improved?

Happy gaming!

~ M