0:00:01.200,0:00:06.560 Okay, so video game stories are unique [br]because you get to make decisions. 0:00:06.560,0:00:09.440 Like, whether or not you [br]should mock this preacher. 0:00:09.440,0:00:13.360 GERALT: “How many people’s lives have [br]you saved? From bruxae? From leshens?” 0:00:13.360,0:00:17.920 PREACHER: “That has no bearing—“[br]GERALT: “Asked you a question. How many?” 0:00:18.480,0:00:21.360 Those choices might cause an immediate reaction… 0:00:21.360,0:00:24.800 GERALT: “There’s something to think about, folks”. 0:00:24.800,0:00:26.800 Or, in some cases, the game might 0:00:26.800,0:00:30.880 remember your decision and issue some [br]kind of consequence later down the line. 0:00:30.880,0:00:35.760 GUARD 1: “Geralt of Rivia. Witcher”.[br]GUARD 2: “You stand accused of offending 0:00:35.760,0:00:40.160 religious sentiment. We’ve orders [br]to take you in for interrogation” 0:00:40.160,0:00:44.800 Now, these sorts of choices have [br]historically been associated with RPGs, 0:00:44.800,0:00:49.360 interactive fiction, and… whatever we’re [br]calling these Telltale-style games. 0:00:49.360,0:00:52.880 And I think that’s partly because [br]of their lineage that stretches 0:00:52.880,0:00:57.200 back to improvisational tabletop games, and [br]branching Choose Your Own Adventure books. 0:00:57.200,0:01:01.760 But I think it’s also just an interface thing. [br]These are games where your primary mode of 0:01:01.760,0:01:07.200 interaction is to pick options from a menu - [br]like a dialogue tree or a list of next moves. 0:01:07.760,0:01:12.080 So making choices about the [br]narrative is a perfectly natural fit. 0:01:12.080,0:01:17.680 But what if your game doesn’t have that? [br]What if it’s a shooter, or survival horror, 0:01:17.680,0:01:22.320 or an action game? How do you let players [br]make choices in those sorts of games? 0:01:22.960,0:01:28.000 Well, one way to do it can be seen in [br]Bioshock. This is a first-person shooter, 0:01:28.000,0:01:32.320 but it features an infamous moral choice: [br]each time you meet a Little Sister, 0:01:32.320,0:01:37.280 you need to decide whether to save her - or [br]harvest her lifeblood for magic super-juice. 0:01:37.840,0:01:42.880 And, in these moments, the game slows [br]down, takes away your normal controls, 0:01:42.880,0:01:48.960 and just slaps a big ol’ pair of button prompts [br]on screen. Press X to harvest. Press Y to rescue. 0:01:48.960,0:01:52.640 LITTLE SISTER: “No, no! No no!” 0:01:52.640,0:01:56.800 So that’s one way to do it. Just kinda [br]borrow the interaction systems of these 0:01:56.800,0:02:01.440 more suitable genres - whether that’s [br]button prompts. A list of options. 0:02:01.440,0:02:05.840 Or a dialogue wheel. I’m going [br]to call these “explicit choices”. 0:02:06.880,0:02:09.280 But there’s actually another way to do it. 0:02:09.280,0:02:13.280 Let’s look at another shooter - [br]this time, Spec Ops: The Line. 0:02:13.280,0:02:16.720 Here, we come across two men, [br]strung up by their hands - with 0:02:16.720,0:02:20.640 snipers aiming at their bodies. [br]And you have to make a decision. 0:02:20.640,0:02:23.280 WALKER: “I get it, we’re meant to choose” 0:02:23.280,0:02:27.280 But this time, there are [br]no button prompts and there's no menu. 0:02:27.280,0:02:32.560 Instead, you decide which person Walker will [br]shoot… by literally, just shooting them. 0:02:32.560,0:02:33.280 *Gunfire* 0:02:33.280,0:02:38.480 So that’s a very different way to do it. Instead [br]of leaning on the systems of a different genre, 0:02:38.480,0:02:43.280 Spec Ops lets players express their intent by [br]using the basic tools they use elsewhere in 0:02:43.280,0:02:48.000 the game. This is a game about shooting [br]- and so you make choices by shooting. 0:02:48.000,0:02:51.360 I call this, you guessed [br]it, an, “invisible choice”. 0:02:52.080,0:02:57.920 And I think these, rare beasts have some [br]incredibly exciting advantages. And so, in this 0:02:57.920,0:03:03.840 video I’m going to share four key reasons why you [br]should think about making your choices… disappear. 0:03:06.160,0:03:11.120 Okay. Advantage number one - invisible [br]choices can make the options ambiguous. 0:03:11.680,0:03:16.800 So in Bioshock Infinite, you’re told to [br]throw a ball at an interracial couple. But 0:03:16.800,0:03:20.720 did you know you can actually throw it at the [br]racist announcer inste… oh, right, it says it 0:03:20.720,0:03:24.560 right there on the screen. That kinda spoiled [br]it, didn’t it? That’s what happens when your 0:03:24.560,0:03:28.640 input system demands you list every [br]possible action the player can take. 0:03:28.640,0:03:33.360 Back to that choice in Spec Ops, though, and [br]while the guy on the radio asks you to shoot 0:03:33.360,0:03:37.920 one of the two men… you can also decide to [br]shoot the ropes that they’re being hung with. 0:03:37.920,0:03:42.400 Or refuse to make a choice at all. [br]Or fire at the snipers instead. 0:03:42.400,0:03:48.160 Because the choice is invisible, the game can [br]hide additional options that are only found if 0:03:48.160,0:03:52.880 enterprising players really think about the [br]situation and the tools at their disposal. 0:03:52.880,0:03:57.040 Spec Ops is actually full of these things. [br]Later, an angry mob of civilians descends 0:03:57.040,0:04:01.360 on Walker and you’re encouraged to shoot [br]them - but you can also fire into the air, 0:04:01.360,0:04:04.960 or just do a non-lethal melee [br]attack to diffuse the situation. 0:04:04.960,0:04:10.080 There’s also a memorable one in Far Cry 4 - [br]Pagan Min asks you to wait for his return, 0:04:10.080,0:04:12.480 giving you a chance to escape from his fortress. 0:04:12.480,0:04:16.880 But if you actually just wait for his [br]return, you’ll unlock a secret ending. 0:04:16.880,0:04:21.200 These hidden options can make players [br]feel smart. And it makes the game feel 0:04:21.200,0:04:25.680 less like a rigid sequence of choices - and [br]more like an organic and believable world. 0:04:27.120,0:04:31.360 Advantage two. The choices don’t have to be equal. 0:04:31.360,0:04:37.040 So back to Bioshock for a second - when it [br]comes to rescuing or harvesting a Little Sister, 0:04:37.040,0:04:40.960 the choice is equal. I mean, sure, [br]the consequences are different. 0:04:40.960,0:04:46.240 And one might make you feel bad. But the [br]physical act of making the choice is identical: 0:04:46.240,0:04:49.040 press one button on your controller, or the other. 0:04:50.240,0:04:54.800 But then consider a game like Undertale. [br]Here, you can choose whether to kill all the 0:04:54.800,0:04:59.360 monsters and bosses in the game - or [br]spare them. But it’s far from equal, 0:04:59.360,0:05:04.720 and it’s - usually - a lot harder to save the [br]creatures than it is to simply wipe them out. 0:05:04.720,0:05:08.400 So that means you need to put in [br]effort if you want the better outcome. 0:05:08.400,0:05:12.560 And you might decide to make a certain choice… [br]simply because it would be too difficult, 0:05:12.560,0:05:15.680 or cost too many resources, to do the other thing. 0:05:16.320,0:05:21.840 Like, there’s a bit in Deus Ex: Human Revolution [br]where your pilot Faridah is pinned down by enemies 0:05:21.840,0:05:27.280 and it’s possible to save her - as long as you are [br]able to defeat a bunch of baddies in record time. 0:05:27.280,0:05:31.920 It’s not a moral choice whether she lives [br]or dies - it’s a test of your skill. 0:05:31.920,0:05:36.400 Also, picking immoral and selfish choices [br]from a menu can make you feel pretty 0:05:36.400,0:05:41.120 icky - but it’s even worse when you have to [br]physically carry out those actions yourself. 0:05:41.120,0:05:47.280 When you slowly, manually, personally steal [br]from this elderly couple in This War of Mine… 0:05:47.280,0:05:52.160 it makes you, the player, feel even [br]more complicit in these awful actions. 0:05:53.280,0:05:58.320 Okay! That was a bummer. Uh, [br]advantage three! Fine-grain choices. 0:05:59.040,0:06:04.560 So, when we think about more explicit choices, [br]we usually think about quite significant decision 0:06:04.560,0:06:10.000 points. Picking between the lives of two [br]characters. Or the fate of an entire town. 0:06:10.000,0:06:11.840 Or, uh, what to have for breakfast. 0:06:11.840,0:06:16.880 But when a game is tracking invisible choices, [br]it can build up a massive, and highly detailed 0:06:16.880,0:06:22.560 databank of everything the player is doing - and [br]use all of that to shape the rest of the game. 0:06:23.200,0:06:26.960 This can lead to a game feeling [br]very personalised - like how the 0:06:26.960,0:06:31.520 Orks in Shadow of War can recall the [br]precise nature of your previous run-in. 0:06:31.520,0:06:36.240 Or how the characters in Hades discuss [br]the exact details of your most recent run. 0:06:36.240,0:06:39.360 HYPNOS: “Daw, one of those Wretched Louts [br]just killed you dead that last time, 0:06:39.360,0:06:43.920 those mean old slappy guys? Maybe try [br]killing them beforehand, I don’t know!” 0:06:43.920,0:06:48.400 It means the game can comment on tiny [br]things like where you’ve been - which 0:06:48.400,0:06:53.040 is why JC Denton gets chewed out for [br]entering the women’s bathroom in Deus Ex. 0:06:53.040,0:06:58.080 Or how long you take to do something - waste [br]too much time before rescuing your pals in 0:06:58.080,0:07:03.360 Mass Effect 2, and you’ll find the Normandy [br]crew has been reduced to a gooey grey paste. 0:07:03.360,0:07:08.640 This makes you think about the effects of every [br]action you perform - and not just the big, 0:07:08.640,0:07:14.400 obvious choices. So, in Dishonored, for example, [br]every time you kill an enemy you’re adding to the 0:07:14.400,0:07:19.200 chaos meter - which can change the outcome of [br]the narrative, shift how characters see you, 0:07:19.200,0:07:24.160 and add more rats to the world. And so because [br]every combat encounter has the opportunity 0:07:24.160,0:07:28.720 to change the future, you end up playing [br]in a more deliberate and thoughtful way. 0:07:28.720,0:07:32.720 Same goes for Metal Gear Solid V, and [br]how the enemies adapt to your play style 0:07:32.720,0:07:36.000 by popping on helmets or [br]installing more floodlights. 0:07:37.120,0:07:41.680 And finally, advantage four. Surprising outcomes. 0:07:41.680,0:07:46.320 One of the biggest problems with explicit choices [br]is that they make it really obvious that you’re 0:07:46.320,0:07:50.497 making a decision.[br]And just in case it wasn’t completely obvious, 0:07:50.497,0:07:53.440 let’s put a notification on screen to back that up. 0:07:53.440,0:07:58.240 So, it’s pretty hard to surprise players [br]with the consequences of their decisions. 0:07:58.240,0:08:03.440 But with invisible choices, the game [br]can secretly and silently track your 0:08:03.440,0:08:08.720 actions without you ever realising it - and then [br]surprise you with an outcome later down the line. 0:08:09.280,0:08:14.080 Like, in Metal Gear Solid, when you encounter [br]the mind-reading weirdo, Psycho Mantis. 0:08:14.080,0:08:20.800 PSYCHO-MANTIS: “You are a very methodical man. The [br]type who always kicks his tyres before he leaves. 0:08:21.520,0:08:25.520 And yet you’re rather ineffective in battle.” 0:08:25.520,0:08:30.640 What’s actually happening here is that all along, [br]the game has been secretly tracking things like 0:08:30.640,0:08:36.320 how often you save, how many traps you’ve sprung, [br]and even the contents of your PS1 memory card. 0:08:36.320,0:08:41.440 And then Psycho-Mantis can give the appropriate [br]voice line. It’s a typical Kojima party trick, 0:08:41.440,0:08:46.080 but a neat example of how invisible [br]choices can surprise the player. 0:08:46.080,0:08:48.800 Other examples might include [br]saving Biorr from this cell, 0:08:48.800,0:08:52.720 only for him to come to your aid in [br]the fight against Penetrator. Or your 0:08:52.720,0:08:56.400 actions at the start of Chrono Trigger [br]getting brought up in the game’s trial. 0:08:57.120,0:09:01.840 The other thing is - because explicit [br]choices are given such prominence, 0:09:01.840,0:09:06.880 I think players quite rightly expect for them [br]to have equally significant consequences for the 0:09:06.880,0:09:14.080 storyline. And to be disappointed when, typically, [br]they don’t. But when choices are invisible, 0:09:14.080,0:09:18.640 even tiny consequences are impressive [br]and memorable by comparison. 0:09:19.680,0:09:23.840 Now, if I’m going to be listing advantages… [br]I should probably also touch on the 0:09:23.840,0:09:26.240 challenges of implementing invisible choices. 0:09:26.800,0:09:31.840 For one, it can be hard to honour every choice the [br]player might make. There’s a scene in Firewatch 0:09:31.840,0:09:36.240 where you have to deal with some skinny-dipping [br]teenagers and the game will react to loads of 0:09:36.240,0:09:40.720 different actions - including tossing their [br]boombox into the water. But the programmers 0:09:40.720,0:09:46.160 had to create a very complex and robust system [br]to account for all of these different actions. 0:09:46.160,0:09:50.480 Interested devs can find some resources to [br]help with implementing invisible choices 0:09:50.480,0:09:52.080 in the description for this video. 0:09:52.720,0:09:57.760 Also, this system doesn’t really work for [br]every type of choice. If your only way of 0:09:57.760,0:10:02.160 communicating to the game is down the barrel [br]of a gun, that’s not going to work for more 0:10:02.160,0:10:07.360 nuanced decisions. But it doesn’t have to [br]be either / or. Back to Firewatch, again, 0:10:07.360,0:10:11.760 that game tracks actions like picking up [br]objects - but it also has a full dialogue 0:10:11.760,0:10:16.720 system through the walkie-talkie. That gives [br]you two very different ways to express yourself. 0:10:17.280,0:10:21.520 Another challenge is that when choices are [br]made ambiguous, players might not know that 0:10:21.520,0:10:25.760 they even had access to certain options [br]- and feel cheated when they find out. 0:10:25.760,0:10:30.960 I made a video about Fort Frolic in Bioshock, [br]and mentioned how you can leave the area without 0:10:30.960,0:10:36.400 killing Sander Cohen. But according to my comment [br]section, plenty of people didn’t know that walking 0:10:36.400,0:10:42.400 away was a valid choice. So, you may need to [br]teach players that other actions are available. 0:10:42.400,0:10:46.640 And, finally, players may not realise [br]that they’re seeing the consequences 0:10:46.640,0:10:52.800 of previous actions. The nice thing about explicit [br]choices is that they are, well, explicit about 0:10:52.800,0:10:59.680 the fact you’re having an impact on the game. But [br]invisible choices can easily be missed altogether. 0:10:59.680,0:11:04.320 In playtests of Dishonored, Arkane found [br]that some players thought the game was 0:11:04.320,0:11:09.680 incredibly linear - but only because those player [br]didn’t even realise they were making choices. 0:11:09.680,0:11:15.600 They were too subtle, too organic. Likewise, [br]it’s easy to get to the end of Silent Hill 2 0:11:15.600,0:11:20.320 and have no understanding that the cutscene [br]you receive is actually the result of some 0:11:20.320,0:11:24.320 obscure and obtuse actions [br]you’ve made throughout the game. 0:11:24.320,0:11:29.600 It’s important, then, when using invisible [br]choices, to be quite heavy handed with dialogue, 0:11:29.600,0:11:34.240 and make it crystal clear to players that [br]this is an outcome of their earlier actions. 0:11:34.240,0:11:40.640 GHÛRA THE SINGER: “Like a little chorus he comes [br]back round. He usually dies is what I’ve found”. 0:11:41.360,0:11:44.400 Too subtle, and all your hard work is wasted. 0:11:45.360,0:11:46.800 So, there we have it. 0:11:46.800,0:11:51.280 Action games don’t need to twist [br]themselves into an RPG or a text adventure 0:11:51.280,0:11:56.000 in order to react, remember, or [br]reflect on the player’s choices. 0:11:56.000,0:12:02.240 These games already have ways for the player [br]to communicate - to express intent, and values, 0:12:02.240,0:12:07.040 and decisions, and moral leanings. [br]By implementing invisible choices, 0:12:07.040,0:12:12.000 players can speak using the verbs they’ve [br]already been using as part of normal gameplay. 0:12:12.000,0:12:15.920 And in doing so, games can make [br]the options more ambiguous. 0:12:15.920,0:12:21.120 One choice can be harder to make than another. [br]The game can track dozens of tiny actions that 0:12:21.120,0:12:25.520 the player is making. And the consequences [br]of your decisions can be more surprising. 0:12:26.560,0:12:29.920 Ultimately, we say that actions [br]speak louder than words - and I 0:12:29.920,0:12:34.000 reckon more games should make that [br]a reality. Thanks for watching. 0:12:35.520,0:12:40.160 Hey! Happy new year! So people who [br]back GMTK on Patreon get a monthly 0:12:40.160,0:12:47.280 “reading list” of 20 articles and videos that [br]I recommend. Here’s one from this January's list: 0:12:47.280,0:12:51.200 why the superhero genre is [br]not comparable to the western. 0:12:51.200,0:12:55.333 You can check out the full list over on [br]Patreon, a link is in the description. 0:12:55.333,0:12:57.000 Thanks so much for your support.