1 00:00:01,200 --> 00:00:06,560 Okay, so video game stories are unique  because you get to make decisions. 2 00:00:06,560 --> 00:00:09,440 Like, whether or not you  should mock this preacher. 3 00:00:09,440 --> 00:00:13,360 GERALT: “How many people’s lives have  you saved? From bruxae? From leshens?” 4 00:00:13,360 --> 00:00:17,920 PREACHER: “That has no bearing—“ GERALT: “Asked you a question. How many?” 5 00:00:18,480 --> 00:00:21,360 Those choices might cause an immediate reaction… 6 00:00:21,360 --> 00:00:24,800 GERALT: “There’s something to think about, folks”. 7 00:00:24,800 --> 00:00:26,800 Or, in some cases, the game might 8 00:00:26,800 --> 00:00:30,880 remember your decision and issue some  kind of consequence later down the line. 9 00:00:30,880 --> 00:00:35,760 GUARD 1: “Geralt of Rivia. Witcher”. GUARD 2: “You stand accused of offending 10 00:00:35,760 --> 00:00:40,160 religious sentiment. We’ve orders  to take you in for interrogation” 11 00:00:40,160 --> 00:00:44,800 Now, these sorts of choices have  historically been associated with RPGs, 12 00:00:44,800 --> 00:00:49,360 interactive fiction, and… whatever we’re  calling these Telltale-style games. 13 00:00:49,360 --> 00:00:52,880 And I think that’s partly because  of their lineage that stretches 14 00:00:52,880 --> 00:00:57,200 back to improvisational tabletop games, and  branching Choose Your Own Adventure books. 15 00:00:57,200 --> 00:01:01,760 But I think it’s also just an interface thing.  These are games where your primary mode of 16 00:01:01,760 --> 00:01:07,200 interaction is to pick options from a menu -  like a dialogue tree or a list of next moves. 17 00:01:07,760 --> 00:01:12,080 So making choices about the  narrative is a perfectly natural fit. 18 00:01:12,080 --> 00:01:17,680 But what if your game doesn’t have that?  What if it’s a shooter, or survival horror, 19 00:01:17,680 --> 00:01:22,320 or an action game? How do you let players  make choices in those sorts of games? 20 00:01:22,960 --> 00:01:28,000 Well, one way to do it can be seen in  Bioshock. This is a first-person shooter, 21 00:01:28,000 --> 00:01:32,320 but it features an infamous moral choice:  each time you meet a Little Sister, 22 00:01:32,320 --> 00:01:37,280 you need to decide whether to save her - or  harvest her lifeblood for magic super-juice. 23 00:01:37,840 --> 00:01:42,880 And, in these moments, the game slows  down, takes away your normal controls, 24 00:01:42,880 --> 00:01:48,960 and just slaps a big ol’ pair of button prompts  on screen. Press X to harvest. Press Y to rescue. 25 00:01:48,960 --> 00:01:52,640 LITTLE SISTER: “No, no! No no!” 26 00:01:52,640 --> 00:01:56,800 So that’s one way to do it. Just kinda  borrow the interaction systems of these 27 00:01:56,800 --> 00:02:01,440 more suitable genres - whether that’s  button prompts. A list of options. 28 00:02:01,440 --> 00:02:05,840 Or a dialogue wheel. I’m going  to call these “explicit choices”. 29 00:02:06,880 --> 00:02:09,280 But there’s actually another way to do it. 30 00:02:09,280 --> 00:02:13,280 Let’s look at another shooter -  this time, Spec Ops: The Line. 31 00:02:13,280 --> 00:02:16,720 Here, we come across two men,  strung up by their hands - with 32 00:02:16,720 --> 00:02:20,640 snipers aiming at their bodies.  And you have to make a decision. 33 00:02:20,640 --> 00:02:23,280 WALKER: “I get it, we’re meant to choose” 34 00:02:23,280 --> 00:02:27,280 But this time, there are  no button prompts and there's no menu. 35 00:02:27,280 --> 00:02:32,560 Instead, you decide which person Walker will  shoot… by literally, just shooting them. 36 00:02:32,560 --> 00:02:33,280 *Gunfire* 37 00:02:33,280 --> 00:02:38,480 So that’s a very different way to do it. Instead  of leaning on the systems of a different genre, 38 00:02:38,480 --> 00:02:43,280 Spec Ops lets players express their intent by  using the basic tools they use elsewhere in 39 00:02:43,280 --> 00:02:48,000 the game. This is a game about shooting  - and so you make choices by shooting. 40 00:02:48,000 --> 00:02:51,360 I call this, you guessed  it, an, “invisible choice”. 41 00:02:52,080 --> 00:02:57,920 And I think these, rare beasts have some  incredibly exciting advantages. And so, in this 42 00:02:57,920 --> 00:03:03,840 video I’m going to share four key reasons why you  should think about making your choices… disappear. 43 00:03:06,160 --> 00:03:11,120 Okay. Advantage number one - invisible  choices can make the options ambiguous. 44 00:03:11,680 --> 00:03:16,800 So in Bioshock Infinite, you’re told to  throw a ball at an interracial couple. But 45 00:03:16,800 --> 00:03:20,720 did you know you can actually throw it at the  racist announcer inste… oh, right, it says it 46 00:03:20,720 --> 00:03:24,560 right there on the screen. That kinda spoiled  it, didn’t it? That’s what happens when your 47 00:03:24,560 --> 00:03:28,640 input system demands you list every  possible action the player can take. 48 00:03:28,640 --> 00:03:33,360 Back to that choice in Spec Ops, though, and  while the guy on the radio asks you to shoot 49 00:03:33,360 --> 00:03:37,920 one of the two men… you can also decide to  shoot the ropes that they’re being hung with. 50 00:03:37,920 --> 00:03:42,400 Or refuse to make a choice at all.  Or fire at the snipers instead. 51 00:03:42,400 --> 00:03:48,160 Because the choice is invisible, the game can  hide additional options that are only found if 52 00:03:48,160 --> 00:03:52,880 enterprising players really think about the  situation and the tools at their disposal. 53 00:03:52,880 --> 00:03:57,040 Spec Ops is actually full of these things.  Later, an angry mob of civilians descends 54 00:03:57,040 --> 00:04:01,360 on Walker and you’re encouraged to shoot  them - but you can also fire into the air, 55 00:04:01,360 --> 00:04:04,960 or just do a non-lethal melee  attack to diffuse the situation. 56 00:04:04,960 --> 00:04:10,080 There’s also a memorable one in Far Cry 4 -  Pagan Min asks you to wait for his return, 57 00:04:10,080 --> 00:04:12,480 giving you a chance to escape from his fortress. 58 00:04:12,480 --> 00:04:16,880 But if you actually just wait for his  return, you’ll unlock a secret ending. 59 00:04:16,880 --> 00:04:21,200 These hidden options can make players  feel smart. And it makes the game feel 60 00:04:21,200 --> 00:04:25,680 less like a rigid sequence of choices - and  more like an organic and believable world. 61 00:04:27,120 --> 00:04:31,360 Advantage two. The choices don’t have to be equal. 62 00:04:31,360 --> 00:04:37,040 So back to Bioshock for a second - when it  comes to rescuing or harvesting a Little Sister, 63 00:04:37,040 --> 00:04:40,960 the choice is equal. I mean, sure,  the consequences are different. 64 00:04:40,960 --> 00:04:46,240 And one might make you feel bad. But the  physical act of making the choice is identical: 65 00:04:46,240 --> 00:04:49,040 press one button on your controller, or the other. 66 00:04:50,240 --> 00:04:54,800 But then consider a game like Undertale.  Here, you can choose whether to kill all the 67 00:04:54,800 --> 00:04:59,360 monsters and bosses in the game - or  spare them. But it’s far from equal, 68 00:04:59,360 --> 00:05:04,720 and it’s - usually - a lot harder to save the  creatures than it is to simply wipe them out. 69 00:05:04,720 --> 00:05:08,400 So that means you need to put in  effort if you want the better outcome. 70 00:05:08,400 --> 00:05:12,560 And you might decide to make a certain choice…  simply because it would be too difficult, 71 00:05:12,560 --> 00:05:15,680 or cost too many resources, to do the other thing. 72 00:05:16,320 --> 00:05:21,840 Like, there’s a bit in Deus Ex: Human Revolution  where your pilot Faridah is pinned down by enemies 73 00:05:21,840 --> 00:05:27,280 and it’s possible to save her - as long as you are  able to defeat a bunch of baddies in record time. 74 00:05:27,280 --> 00:05:31,920 It’s not a moral choice whether she lives  or dies - it’s a test of your skill. 75 00:05:31,920 --> 00:05:36,400 Also, picking immoral and selfish choices  from a menu can make you feel pretty 76 00:05:36,400 --> 00:05:41,120 icky - but it’s even worse when you have to  physically carry out those actions yourself. 77 00:05:41,120 --> 00:05:47,280 When you slowly, manually, personally steal  from this elderly couple in This War of Mine… 78 00:05:47,280 --> 00:05:52,160 it makes you, the player, feel even  more complicit in these awful actions. 79 00:05:53,280 --> 00:05:58,320 Okay! That was a bummer. Uh,  advantage three! Fine-grain choices. 80 00:05:59,040 --> 00:06:04,560 So, when we think about more explicit choices,  we usually think about quite significant decision 81 00:06:04,560 --> 00:06:10,000 points. Picking between the lives of two  characters. Or the fate of an entire town. 82 00:06:10,000 --> 00:06:11,840 Or, uh, what to have for breakfast. 83 00:06:11,840 --> 00:06:16,880 But when a game is tracking invisible choices,  it can build up a massive, and highly detailed 84 00:06:16,880 --> 00:06:22,560 databank of everything the player is doing - and  use all of that to shape the rest of the game. 85 00:06:23,200 --> 00:06:26,960 This can lead to a game feeling  very personalised - like how the 86 00:06:26,960 --> 00:06:31,520 Orks in Shadow of War can recall the  precise nature of your previous run-in. 87 00:06:31,520 --> 00:06:36,240 Or how the characters in Hades discuss  the exact details of your most recent run. 88 00:06:36,240 --> 00:06:39,360 HYPNOS: “Daw, one of those Wretched Louts  just killed you dead that last time, 89 00:06:39,360 --> 00:06:43,920 those mean old slappy guys? Maybe try  killing them beforehand, I don’t know!” 90 00:06:43,920 --> 00:06:48,400 It means the game can comment on tiny  things like where you’ve been - which 91 00:06:48,400 --> 00:06:53,040 is why JC Denton gets chewed out for  entering the women’s bathroom in Deus Ex. 92 00:06:53,040 --> 00:06:58,080 Or how long you take to do something - waste  too much time before rescuing your pals in 93 00:06:58,080 --> 00:07:03,360 Mass Effect 2, and you’ll find the Normandy  crew has been reduced to a gooey grey paste. 94 00:07:03,360 --> 00:07:08,640 This makes you think about the effects of every  action you perform - and not just the big, 95 00:07:08,640 --> 00:07:14,400 obvious choices. So, in Dishonored, for example,  every time you kill an enemy you’re adding to the 96 00:07:14,400 --> 00:07:19,200 chaos meter - which can change the outcome of  the narrative, shift how characters see you, 97 00:07:19,200 --> 00:07:24,160 and add more rats to the world. And so because  every combat encounter has the opportunity 98 00:07:24,160 --> 00:07:28,720 to change the future, you end up playing  in a more deliberate and thoughtful way. 99 00:07:28,720 --> 00:07:32,720 Same goes for Metal Gear Solid V, and  how the enemies adapt to your play style 100 00:07:32,720 --> 00:07:36,000 by popping on helmets or  installing more floodlights. 101 00:07:37,120 --> 00:07:41,680 And finally, advantage four. Surprising outcomes. 102 00:07:41,680 --> 00:07:46,320 One of the biggest problems with explicit choices  is that they make it really obvious that you’re 103 00:07:46,320 --> 00:07:50,497 making a decision. And just in case it wasn’t completely obvious, 104 00:07:50,497 --> 00:07:53,440 let’s put a notification on screen to back that up. 105 00:07:53,440 --> 00:07:58,240 So, it’s pretty hard to surprise players  with the consequences of their decisions. 106 00:07:58,240 --> 00:08:03,440 But with invisible choices, the game  can secretly and silently track your 107 00:08:03,440 --> 00:08:08,720 actions without you ever realising it - and then  surprise you with an outcome later down the line. 108 00:08:09,280 --> 00:08:14,080 Like, in Metal Gear Solid, when you encounter  the mind-reading weirdo, Psycho Mantis. 109 00:08:14,080 --> 00:08:20,800 PSYCHO-MANTIS: “You are a very methodical man. The  type who always kicks his tyres before he leaves. 110 00:08:21,520 --> 00:08:25,520 And yet you’re rather ineffective in battle.” 111 00:08:25,520 --> 00:08:30,640 What’s actually happening here is that all along,  the game has been secretly tracking things like 112 00:08:30,640 --> 00:08:36,320 how often you save, how many traps you’ve sprung,  and even the contents of your PS1 memory card. 113 00:08:36,320 --> 00:08:41,440 And then Psycho-Mantis can give the appropriate  voice line. It’s a typical Kojima party trick, 114 00:08:41,440 --> 00:08:46,080 but a neat example of how invisible  choices can surprise the player. 115 00:08:46,080 --> 00:08:48,800 Other examples might include  saving Biorr from this cell, 116 00:08:48,800 --> 00:08:52,720 only for him to come to your aid in  the fight against Penetrator. Or your 117 00:08:52,720 --> 00:08:56,400 actions at the start of Chrono Trigger  getting brought up in the game’s trial. 118 00:08:57,120 --> 00:09:01,840 The other thing is - because explicit  choices are given such prominence, 119 00:09:01,840 --> 00:09:06,880 I think players quite rightly expect for them  to have equally significant consequences for the 120 00:09:06,880 --> 00:09:14,080 storyline. And to be disappointed when, typically,  they don’t. But when choices are invisible, 121 00:09:14,080 --> 00:09:18,640 even tiny consequences are impressive  and memorable by comparison. 122 00:09:19,680 --> 00:09:23,840 Now, if I’m going to be listing advantages…  I should probably also touch on the 123 00:09:23,840 --> 00:09:26,240 challenges of implementing invisible choices. 124 00:09:26,800 --> 00:09:31,840 For one, it can be hard to honour every choice the  player might make. There’s a scene in Firewatch 125 00:09:31,840 --> 00:09:36,240 where you have to deal with some skinny-dipping  teenagers and the game will react to loads of 126 00:09:36,240 --> 00:09:40,720 different actions - including tossing their  boombox into the water. But the programmers 127 00:09:40,720 --> 00:09:46,160 had to create a very complex and robust system  to account for all of these different actions. 128 00:09:46,160 --> 00:09:50,480 Interested devs can find some resources to  help with implementing invisible choices 129 00:09:50,480 --> 00:09:52,080 in the description for this video. 130 00:09:52,720 --> 00:09:57,760 Also, this system doesn’t really work for  every type of choice. If your only way of 131 00:09:57,760 --> 00:10:02,160 communicating to the game is down the barrel  of a gun, that’s not going to work for more 132 00:10:02,160 --> 00:10:07,360 nuanced decisions. But it doesn’t have to  be either / or. Back to Firewatch, again, 133 00:10:07,360 --> 00:10:11,760 that game tracks actions like picking up  objects - but it also has a full dialogue 134 00:10:11,760 --> 00:10:16,720 system through the walkie-talkie. That gives  you two very different ways to express yourself. 135 00:10:17,280 --> 00:10:21,520 Another challenge is that when choices are  made ambiguous, players might not know that 136 00:10:21,520 --> 00:10:25,760 they even had access to certain options  - and feel cheated when they find out. 137 00:10:25,760 --> 00:10:30,960 I made a video about Fort Frolic in Bioshock,  and mentioned how you can leave the area without 138 00:10:30,960 --> 00:10:36,400 killing Sander Cohen. But according to my comment  section, plenty of people didn’t know that walking 139 00:10:36,400 --> 00:10:42,400 away was a valid choice. So, you may need to  teach players that other actions are available. 140 00:10:42,400 --> 00:10:46,640 And, finally, players may not realise  that they’re seeing the consequences 141 00:10:46,640 --> 00:10:52,800 of previous actions. The nice thing about explicit  choices is that they are, well, explicit about 142 00:10:52,800 --> 00:10:59,680 the fact you’re having an impact on the game. But  invisible choices can easily be missed altogether. 143 00:10:59,680 --> 00:11:04,320 In playtests of Dishonored, Arkane found  that some players thought the game was 144 00:11:04,320 --> 00:11:09,680 incredibly linear - but only because those player  didn’t even realise they were making choices. 145 00:11:09,680 --> 00:11:15,600 They were too subtle, too organic. Likewise,  it’s easy to get to the end of Silent Hill 2 146 00:11:15,600 --> 00:11:20,320 and have no understanding that the cutscene  you receive is actually the result of some 147 00:11:20,320 --> 00:11:24,320 obscure and obtuse actions  you’ve made throughout the game. 148 00:11:24,320 --> 00:11:29,600 It’s important, then, when using invisible  choices, to be quite heavy handed with dialogue, 149 00:11:29,600 --> 00:11:34,240 and make it crystal clear to players that  this is an outcome of their earlier actions. 150 00:11:34,240 --> 00:11:40,640 GHÛRA THE SINGER: “Like a little chorus he comes  back round. He usually dies is what I’ve found”. 151 00:11:41,360 --> 00:11:44,400 Too subtle, and all your hard work is wasted. 152 00:11:45,360 --> 00:11:46,800 So, there we have it. 153 00:11:46,800 --> 00:11:51,280 Action games don’t need to twist  themselves into an RPG or a text adventure 154 00:11:51,280 --> 00:11:56,000 in order to react, remember, or  reflect on the player’s choices. 155 00:11:56,000 --> 00:12:02,240 These games already have ways for the player  to communicate - to express intent, and values, 156 00:12:02,240 --> 00:12:07,040 and decisions, and moral leanings.  By implementing invisible choices, 157 00:12:07,040 --> 00:12:12,000 players can speak using the verbs they’ve  already been using as part of normal gameplay. 158 00:12:12,000 --> 00:12:15,920 And in doing so, games can make  the options more ambiguous. 159 00:12:15,920 --> 00:12:21,120 One choice can be harder to make than another.  The game can track dozens of tiny actions that 160 00:12:21,120 --> 00:12:25,520 the player is making. And the consequences  of your decisions can be more surprising. 161 00:12:26,560 --> 00:12:29,920 Ultimately, we say that actions  speak louder than words - and I 162 00:12:29,920 --> 00:12:34,000 reckon more games should make that  a reality. Thanks for watching. 163 00:12:35,520 --> 00:12:40,160 Hey! Happy new year! So people who  back GMTK on Patreon get a monthly 164 00:12:40,160 --> 00:12:47,280 “reading list” of 20 articles and videos that  I recommend. Here’s one from this January's list: 165 00:12:47,280 --> 00:12:51,200 why the superhero genre is  not comparable to the western. 166 00:12:51,200 --> 00:12:55,333 You can check out the full list over on  Patreon, a link is in the description. 167 00:12:55,333 --> 00:12:57,000 Thanks so much for your support.