flickering colours

20May/110

A Series of Interesting Choices

KotakuThis is a few days late, but in the interests of keeping a reasonable record of what I’ve written and posted around the net, I am making an entry for my latest piece on Kotaku’s AU website. Anyone familiar with my writing and thinking on games will undoubtedly recognise these ideas, but once again its a thought piece which intends to generate some critical discussion among the public, non-academic readers of Kotaku. Thanks again to Mark Serrels for his support with this project, and thanks for the by-line this time! I exist for reals now!

Full Text at Kotaku.

Kaiden or Ashley? Rescue or Harvest? How do you make decisions in video games? Video games were described by Sid Meier as ‘a series of interesting choices.’ Indeed, many good video games today involve choices that go beyond which gun to use or how fast to run through a room. Many involve decisions between two general strategies, or like the above examples between two characters or responses that affect the rest of the game. The question here is, how do those choices matter?

I want to suggest that there are two different types of choices available in video games, and wish that there was a third. The first I will call a ‘mechanical choice.’ These are the kind that may not even seem like choices to experienced gamers, as they are built into the mechanics of the game. These are the ‘choice’ to grab a Mushroom in Mario, or to pick up a sniper rifle in Call of Duty while standing on a rooftop. Do you upgrade your sword and armour or not? Of course you do these things, because they help you to beat the game. Mechanical choices are economic: they make the player-character (or his allies) more powerful.

The second kind of choice is a ‘narrative choice.’ These are the kinds of decisions that affect the fiction/story of the game, but not the relative power of the player-character. By rescuing either Kaiden Alenko or Ashley Williams in Mass Effect, the strength of the overall party isn’t affected, since the two characters are more or less interchangeable given the right balance of the other party members. We do not have the option to rescue both, so a loss is inevitable. The only difference is which personality you lose. Playing as a good or evil Cole in inFamous is a general strategy (like any other good/bad split we see so often these days), but doesn’t affect the strength of the hero either way. Each power is balanced against its opposite, so in the end, a Cole of either alignment has equivalent firepower.

 

Read the Full Text at Kotaku.

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