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The Power of Invisible Choices

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

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Video Language:
English
Duration:
12:58

English subtitles

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