More games need to make choices matter

N752290354_2283
Wednesday, May 16, 2012
EDITOR'S NOTEfrom Jason Lomberg

Heavy Rain offers the most sustained level of tension I've ever experienced in a video game, and that's due, in no small part, to the sense of finality. Dead characters stay dead, and your choices matter. In this interactive medium, it's amazing how few games believe in real consequences.

Heavy Rain

Why do so few games allow players to influence the story? At its core, the medium entails interactive storytelling; it may not have started out that way, but that's what it's become. Creating branching paths is a lot of work...it takes a lot of resources to create so many outcomes to your decisions. But Heavy Rain followed that template and met with (mostly) great success. The foreknowledge that every action I took would have consequences was more than compelling enough to get me engrossed in the game.

I recently completed episode one of The Walking Dead, Telltale Games' adaptation of Robert Kirkman's zombie apocalypse epic. I couldn't help but be reminded of Heavy Rain and, to a certain extent, games like Mass Effect. The bulk of the gameplay in The Walking Dead is choosing dialogue options and making decisions. Everything else is either a quick-time event-esque action sequence or a puzzle which barely earns the moniker.

While a portion of Heavy Rain involved using QTEs to engage players in the actions they were undertaking, be they mundane or life-threatening, a big part of the game was choice. Through dialogue and decisions, you molded a story; it became your tale, and if you screwed up, characters died. But that didn't mean game over...that particular character stayed dead, he/see was no longer a part of your story, and the tale kept going.

 

The crux of this type of game is that decisions have to be final. When I first played through the original Mass Effect (spoiler incoming), Wrex was killed by Ashley; I hadn't put points into the right attributes, so I couldn't stop it happening. So what did I do? I reloaded a save from about 40 minutes earlier and put those points in the right place, saved Wrex, and left Ashley to burn. If you give gamers the option to go back and rectify their mistake, then oftentimes (though not always) they will use that to get the outcome they want.

With Heavy Rain and Walking Dead you don't have that option. If you aren't happy with a decision, then you have to restart and play from the beginning. As such, every time you have to make a decision, it means something; you can't take it back, and it could have unforeseen consequences. Walking Dead doesn't go quite as far as Heavy Rain; in the former, you only have one main character, and he along with his companion can't die or it's game over.

The Walking Dead

Walking Dead and Heavy Rain have proven that a game can successfully ditch the majority of gameplay traditions and just focus on creating a rich, dynamic story. By pairing down action sequences to QTEs, the need for a crazy combat system with combos or robust shooting mechanics is negated. The game can be about weaving an intriguing and engrossing plot with characters and situations you care about. This gives decisions a permanence and urgency and it makes every action you take feel important. Couple that with well-written and interesting characters, and you have a recipe that should get players incredibly invested in your game.

 
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Comments (12)
Default_picture
May 16, 2012

I agree, I would like to see more developers follow this path. The reason I loved the first episode of the Walking Dead was because I knew that my choices were permanent. While it would be cool to see more interactive stories, I still enjoy a narrative being told to me as well.

N752290354_2283
May 16, 2012

I hope the success of The Walking Dead (and Heavy Rain to an extent) spurs on some developers to give this type of game a go. I know it's probably not the most viable type of game but it has certainly proven to be successful when done right.

I'm a big fan of traditional storytelling in games too, don't get me wrong. I just wish more developers took advantage of what the medium can do.

Default_picture
May 16, 2012

I would challenge the "need" part of that assertion. Not everyone is into the sort of completely branching storylines that you champion in this post. Others are perfectly happy playing through a preset narrative and sticking purely to the challenge of whatever the game is giving them, rather than focusing on complete user agency within the story. 

Perhaps it would be better to say that you WANT more games to do this.

N752290354_2283
May 16, 2012

Well my point is that so few games do what I reference in the article. There are plenty of games with a traditional linear narrative that you play through, I think we definitely do need more games that deal with these things differently. 

Default_picture
May 16, 2012

Have you played Witcher 2, Ross? I just finished it last night, and by far the most impressive thing about it is the choice system. It completely drops the morality sliders and all of that stuff in the same sort of way Heavy Rain does, but the choices feel even weightier. I literally sat and agonized about one choice for fifteen minutes, weighing all the pros and cons and figuring out all the repercussions might be. 

I'd be interested in hearing what you thought of that game and how it handled choice if you played it. 

N752290354_2283
May 17, 2012

I haven't! I have the first Witcher on Steam and haven't got round to playing it, so I'm wary of playing 2. Do you know if the first one has a similar system? You've definitely got me interested in finally getting round to it now either way, sounds great.

Default_picture
May 17, 2012

The first game also gives players a lot of choices, but I think the sequel takes things to an even higher level. I've been so conditioned by games to think that every situation has a "good" and "evil" path -- but Witcher 2 is never so obvious -- and often creates situations where neither choice is perfect or inherently right or wrong. 

If you get around to playing it, hope you enjoy it -- and would love to hear what you think about it.

N752290354_2283
May 17, 2012

Well your comments have definitely put it higher up on my backlog list, hopefully I'll get a chance to check it out sometime soon. Thanks for reading and commenting also.

Bithead
May 16, 2012

The idea of permenant death and actions having persistent consequences reminded me of Fire Emblem. I finally played one (even though the series has been around for over 20 years) -- the GBA game Sacred Stones (as part of 3DS ambassador program) -- and was pleasantly surprised. The tension is far greater, knowing any death of a soldier or friend or companon isn't just a lost "life" but the loss of a life. As long as you don't go back to your save file, of course. Not exactly what you're talking about, but I agree that more games should give you incentive to be okay with playing and moving forward, no matter the outcome. The "perfect" playthough is so stifling and uninteresting to me. When each game is different and your own, that's when gaming offers something few other mediums can.

Default_picture
May 16, 2012

I completely agree and hope to see more developers (and even publishers) taking this risk of a beloved character dying...permenantly. No revives. Great article. Enjoyed reading it.

Default_picture
May 19, 2012

Just gonna give some friendly writing advice:

I think this article is successful in starting a conversation about a topic I'm definitely interested in, but falls short of elaborating on its assertion.


Ross, I like that you make an assertion and you did well to get the ball rolling, but this is a topic that deserves much more than what's written here. Pretend like this is a discussion. What other facets of branching narratives need or just could be mentioned. Where would that go? Constantly ask what else and why.

N752290354_2283
May 22, 2012

The feedback is much appreciated. I agree also, I had wanted to elaborate a bit on the topic but couldn't find a good way too at the time. It's a topic I might return too at some point. Thanks for reading and commenting.

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