You encounter an article on the
internet! What do you do?
A. Read it (Friendly)
B. Skim it (Dismissive)
C. Critique it (Helpful)
D. Ignore it (Rude)
B. Skim it (Dismissive)
C. Critique it (Helpful)
D. Ignore it (Rude)
Will you be a cool guy, or evil prick? Source |
Look, I get it. Making choices in video
games is fun! I like it! But we need to talk about the mass
mishandling I see of making one's choices "matter". You
want games to be taken seriously as a storytelling medium? Please,
please start noticing this stuff. I do not want to name any names
today but rather take a general look
at this type of storytelling. Let's hop right in.
So generally there
are 2 styles to this sort of interactive narrative. The more
straightforward option is to actually make one's choices matter, have
the story actually shift around them. This is not a very popular
option in games, however, for a pretty good reason. Games are pretty
expensive. It costs a lotta money to make new cutscenes and get new
voicelines and make it all work in the game systems. You can't just
write some more words like in a choose your own adventure book.
So
generally the default is the 2nd
general option, what I like to call "fake choice". It's
basically making your choices "matter", but they really
don't influence the plot all that much. You could choose the rude
option, the happy option, or the sad option, but you'll still get the
same information and same objective in the end. Despite how bad "fake
choice" can sound, it's not a bad option at all. It can lead to a
much more focused story if you really only have 1 plot in the end,
and makes sure no part of the game will suffer from bad writing
because it just happens to not work as well.
Now,
when you're talking about the overall narrative, this is all well
and good. However, where it's easy to stumble up on this 2nd
type of story is in the moment to moment choices you make, in that it
is far, farrrr too easy to just make them, well, pointless. I think
this'd be better put in a hypothetical:
You: Hey, I just retrieved the (insert item here).Character A: Awesome! This'll be great in helping us defeat (insert enemy here)!
You: Hey, I just retrieved the (insert item here).Character A: Awesome! This'll be great in helping us defeat (insert enemy here)!
Dialogue
options:
A – Show
enthusiasm for plan
B – Show apprehension for plan
OK, let's just take a timeout here. This is a pretty typical sort of setup, where you can either agree or somewhat disagree with someone on the same side of you. Play any game that lets you make choices and you'll hit a similar scenario sooner or later. It's basic but still a very good setup.
B – Show apprehension for plan
OK, let's just take a timeout here. This is a pretty typical sort of setup, where you can either agree or somewhat disagree with someone on the same side of you. Play any game that lets you make choices and you'll hit a similar scenario sooner or later. It's basic but still a very good setup.
Generally things like option A clear the way for a faster plot and
more action. It's a safe choice that can also easily be leveraged to
let the player see the non confrontational side of everyone. Option B
scenarios on the other hand let you get somewhat deeper and lets you
see the more confrontational side of people.
So
even though both options will lead to the same sort of outcome, it's
all in how you get there. Make each route interesting, make each
route different enough, and most importantly make them mean
something. If your
understanding of a character is different in each route, that's a
great outcome, essentially.
Now, let's see how this can go horribly, horribly wrong.
Scenario A:
You:
Hey,
I'm game. When do we get started?
Character
A: We'll
get started on this tomorrow. For now, get some rest, you've
certainly earned it. Catch you later!You:
Alright.
Later!
Scenario B:
Scenario B:
You:
Are
we totally sure this is going to work? Seems a tad risky.
Character
A: Look,
I get you're worried, but there's not much of a risk to this anyway.
Just get some rest, we're all gonna need some for tomorrow.You:
OK.
I'll see you tomorrow.
So obviously this is really rough and short but you should get the
general idea. The difference in these 2 scenarios is that there
really are no differences. There's no room for diversifying or
rounding out the characters. They both funnel the conversation into
the same lines really quickly and still keep the same sentiment in
both.
Your choices do not matter here. You learn nothing different, you
don't get any difference in outcome, the tone isn't different, it's
just the same scene, but one has them agreeing and one is a
disagreement. Neither option garners any new reactions or even makes
you think differently about it.
If you're going to keep the overall plot the same, you need to put a
lot more consideration into how each individual moment makes the
player feel about that overall plot. Going back to the 2 options I
mentioned earlier, imagine a plot about saving the world or something
to that effect. Now think of the 2 general character threads. One
story has the characters working together all the while and
eventually fixing the issue. The other has them arguing a lot but
ultimately setting aside their differences to fix the issue.
There's a lot you can do with this! If you're smart the two
ostensibly same plotlines can be interpreted to be almost totally
different stories. You can view all the characters differently. You
could gain info that radically changes how you view the same events.
The point of this whole article is that if you want to write a story
and base your choices around upholding the "illusion" of
choice, you are doing it wrong. Again, not naming names, but I see
most games doing this horribly, horribly wrong. "Your choices
matter" is pushed up as a marketing point when in reality, no,
your choices do not matter.
"Fake choice" should still be choice. It is just that it
should be about the characters and your view, not the plot. When a
game fails to understand that, when it well and truly does ignore
your choices, that is when people get frustrated with your
game, and that is when you have failed as a story writer. This isn't
easy, and I'm not surprised that countless developers fail at it. If
for some reason any developers are reading this, keep at it. There's
only one way to learn this, and it sure isn't gonna be from some
random person online talking in the most general terms.
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