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Do you enjoy choice in game plots?

Burt

Member
... and I don't mean minor sidequest stuff, and please remember that I'm not talking about skill trees, tactics, or routes through a level. I'm talking about the large decisions that affect the overarching story and outcome within a game.

I was just rewatching the trailer for Dragon Age: Inquisiton, which ends with Morrigan saying something along the lines of "Will you stand against the darkness, or lead this world to its bitter end?", and it reminded me of a conversation I had a while back with a friend about leaving large narrative decisions up to players. I feel like I'm in the minority here, but I'm generally against it. You can preface what I'm going to say from here on out with "In most games...", because of course there are exceptions.

Giving players the means to radically alter the outcome of a game (like in DA:I) dilutes the story of a game. It hurts characterization by necessitating that NPCs and the worlds they inhabit in large part go along with the player's decisions, and spreads their defining actions, lines, and attributes over a range of scenarios that are impossible to hit on a single playthrough. It requires narrative compartmentalization in order to cope with the butterfly effect of player decisions changing too much. It spreads resources thin as developers are forced to deal with all the different possible branches and paths a player could take. It makes the act of choosing more important than the choices themselves.

Most important to me is the fact that it dulls the emotional impact of a story by giving the player the option to go back and rewrite the scenario. Think of your favorite movie/book/story. Scratch that, just think of one that had a segment that left an emotional mark. If it wasn't some divinely uplifting moment, it was probably someone dying or coming across some other terrible fate. I don't know about you, but after I read/see/experience something like that, my first impulse is to think back over what went wrong, how the character/characters could've been saved, how just a few words or nudges here or there would have radically altered things into a much happier ending, how if I could have gone back and changed things I would have.

If I was playing a game that lays narrative direction on the shoulders of the player, I actually could have gone back and changed things. And then that deep emotional mark would be gone, and I would forget all about it in the following days or weeks.

Imagine being able to redo last season of Game of Thrones, and you'll have an approximate idea of what I'm talking about.

I don't think there's a game out there that has all of these faults, but almost any game with significant amounts of consequential decisions fall prey to more than one. KOTOR and DA:O are compartmentalized. Mass Effect makes color-picking more important than story. Bethesda worlds remain unblinkingly dead-faced (outside of a few random lines of guard dialogue) after you lead 26 wildly different and incompatible factions, nuke a town, save the world, and commit an Argonian genocide. The Little Sister dynamic in Bioshock was stupid and entirely overshadowed by an instance that goes out of its way to show that the player is not in control.

These are just a few examples (that skew newer and Western), but they're also games that have been held up in recent years as some of the pinnacles of choice in gaming, and I think they all do it poorly in different ways. They're great games, but giving the player narrative control ultimately hurts each of them in one way or another.

Choice can be a good thing, but for all these choice-heavy games that tout their story, I say that I'll take an on-rails story any day of the week. JRPGs from when I actually liked them, Metal Gear before it went insane, the sea of indies that can take you on a heartstring-pulling emotional rollercoaster... hell, I even think that the first Modern Warfare's ending was a spectacular balance of on-rails narrative and player action (assuming you got it down the first time, and only until they retconned the most emotionally impacting moment of that scene).

I don't really have a concluding statement here, so... what say you, GAF?
 
Personally I don't care for them. I want to see all the content in a game, and really don't have time for multiple playthroughs.
 
Personally I don't care for them. I want to see all the content in a game, and really don't have time for multiple playthroughs.
I agree 100%. I don't mind doing more playthroughs to improve, but I don't like missing out on content.

So since I don't completely agree with everything, it's more like 95%.
 
I'm only a fan of choice in two scenarios:
a) very well done (as for example in the Witcher games)
b) if choice (for example near the end of the game) allows for some special/crazy alternate ending that would never have made it into the game without any choice
 
No, I'm not bothered. I don't need, nor am I blown away by, the world changing based on the decisions I make. I play games and I'm more interested in the mechanics than any story.
 
sounds like you need to check out alpha protocol.

that game does "choice" so much better than dragon age/mass effect. addresses almost all of your arguments
 
If well implemented, then yes. If thrown in with an obvious lack of effort and care, then no.

Deus Ex: HR has great examples of both good and bad choices.
- The conversation "boss battles" were awesome.
- The
ending choices
sucked.

Same goes with Mass Effect. I liked the branching dialogue system, but hated the instances where the illusion of choice is extremely obvious.

I liked how Saints Row 3 did some of the choices. The
ending choice led to two wildly different last levels and endings.
 
If there is a canonical storyline, then I want to stay as close as possible to it. Sometimes I feel that choices should be limited to New Game + (for example, getting a Bad Ending on your first playthrough is horrible, and it's happened more than once to me, to the detriment of my experience with the game).

But when you're done with the story, I find it great to play through "what if" scenarios, especially if they expand on the world and the characters or are hilarious.
 
I like choice in game plots. I especially love the old Fallouts for this very reason. Also, production values such as voice acting really hold back choice and impact in newer games. This is why I can't wait for Wasteland 2, Torment, and Project Eternity.
 
Personally I don't care for them. I want to see all the content in a game, and really don't have time for multiple playthroughs.

I don't like this point of view because it goes hand in hand with being spoon fed things which leads to messy design and a host of problems. I have a firm belief that a game should only give you what you put into it.

Generally however I dislike major choices regarding the story because the end result usually feels watered down and a "pick your ending" feels even more embarrassing.
 
If it's handled well, I enjoy it.

I don't necessarily think 'choice' is better or worse than 'no choice'. I would just prefer for it to be done well. If I do have choices, they should be meaningful and not just be black and white type of situations.
 
Personally I don't care for them. I want to see all the content in a game, and really don't have time for multiple playthroughs.

This right here. I get annoyed when I have to make game altering decisions in long ass games. I want to see and experience everything and that's just not possible. I stopped playing Fallout 3 because I couldn't decide on a particular choice.

I stopped playing DQV for like two days because I couldn't decide on a waifu.
 
Depending on the degree, it makes the plot actually matter in my opinion. Once narrative choice becomes a factor, the story essentially becomes part of the gameplay and vice versa.
 
It's cool when something changes because of your input but my OCD usually suffers when I make a choice that prevents me from seeing another part of the story. I usually won't play it again so I feel that I'm missing out on content. That's really my problem, though, so I'm not against it.
 
I'll stick with linear stuff. Get the most impact, everyone on the same page better discussion after the game finish.
 
Depends on if one of the choices available is one I would actually make.

Nothing jars me more than having to choose something I would not because I think all the choices are silly.
 
This right here. I get annoyed when I have to make game altering decisions in long ass games. I want to see and experience everything and that's just not possible. I stopped playing Fallout 3 because I couldn't decide on a particular choice.

I stopped playing DQV for like two days because I couldn't decide on a waifu.

I feel the same way as you, but ultimately I think that might be our problem? I want to experience *all* the content a game has to offer, but f doing tht is a pain in the ass, maybe we're playing it wrong rather than them making it wrong?

I do think that, as much as possible, "main" gameplay elements should at least be introduced with an "opt in" policy and a chance to test them out. I don't want to miss something like a jet pack in Halo Reach just because I accidentally ran by it.
 
Depends on if one of the choices available is one I would actually make.

Nothing jars me more than having to choose something I would not because I think all the choices are silly.

Oh man, so true. Completely knocks me out of the game too.
 
Personally I don't care for them. I want to see all the content in a game, and really don't have time for multiple playthroughs.

I agree with this, I've never been one to play through a game multiple times in a row.
 
Personally I don't care for them. I want to see all the content in a game, and really don't have time for multiple playthroughs.
Same here. Also I feel like developers already have a difficult time writing one good story, writing multiple arcs is almost always going to be too ambitious for anyone's good. One finely crafted story is preferred.
 
I guess it boils down to how much time (money) would it take to build a game that could cope with ever changing narratives, decisions and its consequences, in a interesting and thoughtful fashion.

All the different narratives a game could have can be seem as content. And there's only so much content a dev can create by itself, and still make a profit.

However, with new technology (yeah, the cloud), games with actual persistant worlds can become the standard and, through crowd sourced content creation - not mods, you see - provide a massive amount of diversity for each individual game, and maybe between and across two or more games.
 
I already see his(or someone else) reply saying that none of your decisions really mattered anyway, which is half true.

So many characters in that series lived or died, succeeded or failed, fell in love or out of love because of decisions you made. I don't know how a person decides which decisions matter and which don't, but the ones I felt mattered mattered, if that makes sense. That's my reply to his non-existent reply.
 
I like it if it's done well. I prefer one really well written story to multiple, half-assed stories crammed in there to increase "playability".

But if each path is a solid story, then I'm generally ok with it.
 
You're telling me you don't think you got to make any choices in the Mass Effect games?

Bahaha love your avatar btw, but it's just the nature of the beast. In order to have an "ending" they did apparently have to diminish the overall impact of your past actions.
The ending is homogenized, it had to be, unless they were going to make 1000 different endings focusing on the dynamic relationships you've developed over the past three games--still wish they would've done more this :P. Because of how the story arch ultimately played out, their ending *couldnt* focus on those great romances and tragic deaths because it focused on the bigger picture, which is lame because of precisely what you said. I liked the relationships and choices more than the galactic story, and that's what I would have wanted the ending to be about.
I don't think it's terrible, I'm fine with the ending actually, but it is what it is also.

I'm sure our Shepards are very different people. Also, right there with you on KotOR because they don't have so much of an "ending" and therefore they leave you with your choices and a vague direction.
 
Infamous was so bad in this respect. The orignal had basicly the same plot no matter what you did if I remember correctly. The sequeal tried to make it more diffrent, but it was so obvious what the plot was from the begining that it made the decisions to easy.
 
So many characters in that series lived or died, succeeded or failed, fell in love or out of love because of decisions you made. I don't know how a person decides which decisions matter and which don't, but the ones I felt mattered mattered, if that makes sense. That's my reply to his non-existent reply.

It's mostly about the "big" decisions. Whether you save the Rachni Queen in ME1 or not, whether you save or sacrifice the Council in ME1, whethere you destroy or keep the Collector base in ME2... none of those decisions really mattered in ME3. They changed a few lines in the dialogues and replaced the Turian/Asari/Salarian Councilors by others of the same race, and that's about it.

What you're saying about who lives or die in your squad, who you will fall in love with though, is true. Those decisions mattered at least.
 
I guess it boils down to how much time (money) would it take to build a game that could cope with ever changing narratives, decisions and its consequences, in a interesting and thoughtful fashion.

All the different narratives a game could have can be seem as content. And there's only so much content a dev can create by itself, and still make a profit.

However, with new technology (yeah, the cloud), games with actual persistant worlds can become the standard and, through crowd sourced content creation - not mods, you see - provide a massive amount of diversity for each individual game, and maybe between and across two or more games.

I think that since people are used to higher production values, it has an impact on narrative options due to the cost of voice acting and cutscenes (motion capture, etc). I'd rather have a beautiful isometric turn based RPG like Wasteland 2 with tons of options and choice with little to no voice acting that could make a huge impact in the world rather than the current mainline RPGs like Mass Effect. I remember Brian Fargo mentioning that cutscenes cost a lot of money to produce and I think that would be better spent on other types of content.
 
To go more in-depth, it's certainly a balance if you want to have some degree of "strict" narrative along with choice. I personally think Dragon Age Origins does it better than most games. That game has a ton of choices and outcomes that can occur throughout the story, and I still found myself heavily engaged in what was going on, though probably mostly because I actually liked the characters a lot.

One problem a lot of games have is that they are way too binary, Mass Effect being an example. When making choices in Mass Effect I actually completely ignore the paragon/renegade meter and just make the choices that feel right for my character. Again, I think that ultimately the first two Mass Effect games still succeed in creating engaging stories and characters, and the fact that you have some degree of choice in the matter makes them all the more impactful.

Another issue I'll admit is games where basically every major choice in the world hinges upon you. In Skyrim your character is the one factor behind basically everything going on in the land. It does kind of make it seem like the whole world is just there for you. I actually think this is a problem common in RPGs, even ones with more linear storylines. One series I feel avoids this pretty well is The Witcher. Geralt solves a lot of problems in the game, but they're mostly problems pertaining to his occupation. The games let you decide a lot, but the decisions you can make feel more believable for someone of Geralt's status. Also, the consequences you face in the Witcher games are far less direct than in most other WRPGs, most of the consequences of your actions are unexpected and don't become apparent until many hours later, still giving the game a sense of autonomy from the player's actions so to speak.

A lot of games however forgo the whole "strict" storyline thing and just throw you in the middle of a bunch of factors and let you build your own story from nothing. This is basically what MMOs and strategy games are. I just typed a story a few days ago that was pretty much nothing but my exploits in FTL.

Ultimately, I think we're going to have to accept that video games have their own quirks and limitations when it comes to storytelling, and designers are just gonna have to work within that. People no longer see it as an issue that film can't tell stories in the same way literature can. Just because the format of a story in a game is different from what a linear story would be, doesn't make it inferior.
 
Personally I don't care for them. I want to see all the content in a game, and really don't have time for multiple playthroughs.

^^This.

Also
Far Cry 3 had 2 endings, I choose the bad ending which obviously sucked, and guess what, there is no Chapter Select to even see the good ending, I had to hit youtube, it is fucking crazy
, and that was just one time choice.
 
It depends how well it's done. The big choices in the first two Mass Effect games were pretty great, and didn't feel like they diluted anything at all. Of course, they had no bearing on the ending of 3, but isn't it about the journey, not the destination?
 
Bahaha love your avatar btw, but it's just the nature of the beast. In order to have an "ending" they did apparently did have to diminish the overall impact of your past actions.
The ending is homogenized, it had to be, unless they were going to make 1000 different endings focusing on the dynamic relationships you've developed over the past three games--still wish they would've done more this :P.
I don't think it's terrible, I'm fine with the ending actually, but it is what it is also.

I'm sure our Shepards are very different people. Also, right there with you on KotOR because they don't have so much of an "ending" and therefore they leave you with your choices and a vague direction.

mass effect was done badly, since no matter what you did over the course of three games with 1000 choices, you got the exact same choice of endings. (battle readiness aside.)

deus ex? same deal.push one of three buttons.

I mentioned alpha protocol since it handles relationships differently. your choices during the game changes the ending, your boss encounters, etc. your choices actually matter there.
 
It depends how well it's done. The big choices in the first two Mass Effect games were pretty great, and didn't feel like they diluted anything at all. Of course, they had no bearing on the ending of 3, but isn't it about the journey, not the destination?

When you're a scifi epic about saving the galaxy from multiple-skyscraper-sized sentient robots from the intergalactic void, I dunno. You kind of want a big payoff in that situation.
 
^^This.

Also
Far Cry 3 had 2 endings, I choose the bad ending which obviously sucked, and guess what, there is no Chapter Select to even see the good ending, I had to hit youtube, it is fucking crazy
, and that was just one time choice.

You should put Far Cry 3 outside of that tag.
 
Bahaha love your avatar btw, but it's just the nature of the beast. In order to have an "ending" they did apparently did have to diminish the overall impact of your past actions.
The ending is homogenized, it had to be, unless they were going to make 1000 different endings focusing on the dynamic relationships you've developed over the past three games--still wish they would've done more this :P.
I don't think it's terrible, I'm fine with the ending actually, but it is what it is also.

I'm sure our Shepards are very different people. Also, right there with you on KotOR because they don't have so much of an "ending" and therefore they leave you with your choices and a vague direction.

Thanks. Love the Calvin Av too.

To me, the ending was just one of the hundreds of things in that game though. Things like whether or not characters continued to appear throughout the series were heavily dictated by your choices, and since that game is all about the characters, to me, the decisions did really matter. The ending was just 5 minutes of a 150 hour epic story, and those other 149 hours and 55 minutes were filled with decisions and ramifications of those decisions. Of course none of it REALLY matters, it's just a game after all, but to me, leaving Kaiden behind on Virmire, saving Wrex from Ashley, not being able to help Jack with her side mission and then losing her in that final battle, and being able meet up with Wrex and Ashley and mourning Kaiden was what that series was about. The plot is just some construct in which these relationships occurred. Romancing Liara in ME1 and never falling for anyone else but her was a decision that I, the player, got to make and it made that series really amazing imo.
 
mass effect was done badly, since no matter what you did over the course of three games with 1000 choices, you got the exact same choice of endings. (battle readiness aside.)

I mentioned alpha protocol since it handles relationships differently. your choices during the game changes the ending, your boss encounters, etc. your choices actually matter there.

For all of it's flaws, Alpha Protocol is a great example of a branching story where your choices actually matter.
 
Thanks. Love the Calvin Av too.

To me, the ending was just one of the hundreds of things in that game though. Things like whether or not characters continued to appear throughout the series were heavily dictated by your choices, and since that game is all about the characters, to me, the decisions did really matter. The ending was just 5 minutes of a 150 hour epic story, and those other 149 hours and 55 minutes were filled with decisions and ramifications of those decisions. Of course none of it REALLY matters, it's just a game after all, but to me, leaving Kaiden behind on Virmire, saving Wrex from Ashley, not being able to help Tali with her side mission and then losing her in that final battle, and being able meet up with Wrex and Ashley and mourning Kaiden was what that series was about. The plot is just some construct in which these relationships occurred. Romancing Liara in ME1 and never falling for anyone else but her was a decision that I, the player, got to make and it made that series really amazing imo.

I'm still frustrated by Jack forever spurning my advances. I think I was too soft. Flirted with Liara some, I think I may have hit that. Role playing is fun :P Ended up
with Ashley I think? Did I save her in ME1 and let my broseph die lol? You see, I forget.

But, I also feel like (and I don't know if this is a good or bad thing), when I played through the series, I wasn't exactly constantly thinking about "what would have happened if..." If I hadn't known better it could have all been on rails, same result right? I dont know if this is a good or bad quality of "choice" in games or if it just is how it is.

Those choices were nice to make, and I appreciate them, but when the story starts to focus on the galaxy, and no matter what party you have or what your relationship with them you get the same basic "story," yeah it was disappointing and made me feel like my choices were more ancillary rather than the main focus.

Or: your hands and feet may be Liara and Garrus or Ashley and Jack, but you're gonna save the galaxy either way.

Edit: I probably got distracted by the epic galaxy story that they started pushing, although I still think that's BioWare's fault. Reading your story makes me want to replay though because I can't remember exactly what I did for all of those :P
 
mass effect was done badly, since no matter what you did over the course of three games with 1000 choices, you got the exact same choice of endings. (battle readiness aside.)

deus ex? same deal.push one of three buttons.

I mentioned alpha protocol since it handles relationships differently. your choices during the game changes the ending, your boss encounters, etc. your choices actually matter there.

What I dont get though, is why do people think what happen in the ending is ALL that matter? Yes, ME3 ending was done poorly, but many other decisions did matter in the trilogy before that moment. Whether its something "important" like saving Maelon's data in ME2 to ensure that Eve survive in ME3, or something minor like Shepard mentioning the data he gave(which we had the option to not do that) to Tali in ME1 for her Pilgrimage when he first met her in ME2, there is many stuff like that that people tend to ignore.
 
This may be anathema, but I prefer linear games with clearly delineated narratives that follow the exact intention of the creators. I don't like multiple plot branches or optional conversations.

*hides*
 
I'm a fan, wish more did it as well as CDProjekt and Obsidian.

I really want to play the Witcher series after hearing about it, but the second game imports choices from the first and the first isn't near as good, no? I'd feel lame starting on the second if I could tailor the choices in the first.

This may be anathema, but I prefer linear games with clearly delineated narratives that follow the exact intention of the creators. I don't like multiple plot branches or optional conversations.

*hides*

I appreciate those done well just as much as choice done well. MGS fullstop
 
I'm not for choice or against choice in general. It depends on the execution. I will say though that 80-90% of games w/ choice handle it poorly. Bioshock 1 and the Mass Effect series come to mind. OTOH, Alpha Protocol and both Witcher games do a great job with choice.

Likewise for linear and semi-linear plots.

However, these days a game has to be of overall great quality for me to want to replay it. Not just good...great. Especially if it's a 25+ hour RPG. And usually I wait a little while before replaying it. There's probably 10 games tops from the past two generations that I've replayed.
 
What I dont get though, is why do people think what happen in the ending is ALL that matter? Yes, ME3 ending was done poorly, but many other decisions did matter in the trilogy before that moment. Whether its something "important" like saving Maelon's data in ME2 to ensure that Eve survive in ME3, or something minor like Shepard mentioning the data he gave(which we had the option to not do that) to Tali in ME1 for her Pilgrimage when he first met her in ME2, there is many stuff like that that people tend to ignore.

it's not ALL that matters, but it makes it feel like all that is extra.

a more realistic option would be if playing renegade shepherd for three games straight no longer have you the OPTION of a paragon ending (as it does for lots of minor options throughout the game) but no, no matter what actions you take, your options are the same in the end game and the response to your passing (or not) identical.
 
They shouldn't make your choice feel like you're missing content because you choose one way or another.

I think kotor was okay in this regard. Good or evil it really only changed the dialogue not necessarily the story or the plot.


Or if they let you go back and resume a game from a certain point without a loss of progression then that would be good as well. Fuck starting the whole game over
 
I prefer a single well crafted narrative.

Though there are times where choice is okay, but I hate how binary it can be.

I do like SMT choice though, because the world ends up drastically different in those endings.
 
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