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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
-
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.
-
Hey! Happy new year! So people who
back GMTK on Patreon get a monthly
-
“reading list” of 20 articles and videos that
I recommend. Here’s one from this January's list:
-
why the superhero genre is
not comparable to the western.
-
You can check out the full list over on
Patreon, a link is in the description.
-
Thanks so much for your support.