Saturday Soapbox: Careful What You Choose

Are choice-and-consequence systems making our games less interactive?

Five years ago it was cover systems. Thanks to Gears of War, it got to the point where you couldn't go to the bathroom without being invited to crouch behind something by a whopping red icon. Then for a while it was experience systems in multiplayer. They had been done before, of course, but we can blame Call of Duty 4 for catapulting them to front of mind. Nowadays even 2D platform games on your mobile phone have XP systems.

There are always trends at work in game development, and people are always copying each other (sorry, learning from each other). It's often to our ultimate benefit, too. Third-person action games used to be notoriously crap at gun combat because you couldn't easily judge your level of safety, and thanks to everyone copying Gears of War now we can focus on other things.

The current thing, then, is choice and consequence. It seems like whatever you're playing now, you can expect to have to say something meaningful to somebody, or have someone's life thrust into your hands at a moment's notice.

Rockstar does it all the time - the people in GTA IV, Red Dead Redemption and L.A. Noire all want you to make their minds up for them now and again - and BioWare has built a dynasty out of it. Hell, if Nintendo really wants to appease its shareholders after the 3DS debacle, just stick a gun in Mario's hand and ask him whether he wants to shoot Toad in the face or leave him to his crack habit. And of course our Eurogamer Game of the Week is Deus Ex: Human Revolution, a game which is more or less built on the idea that the world is what you make of it.

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Mass Effect is a series built around player choice, but how much impact do your choices really make?

So is this a positive trend too? It certainly seems like it. With a few well-directed exceptions like the Uncharted series and Enslaved, it's nice to be breaking away from games where you have to put down the controls every 20 minutes to watch another unskippable cut-scene where conflicted idiots do stupid things on your behalf.

Then again, previous systemic trends have been more to do with improving your engagement - by making it more fun to do something fundamental to a game, by giving you more reasons to play a game for longer or, going even further back to the advent of third-person cameras in 3D worlds, simply by framing the action better.

And, at the risk of turning this into Saturday Semantics, this latest trend is a bit riskier, because whereas a lot of the other changes at work in game development are injecting more interesting possibilities into our interactions, choice-and-consequence is perhaps beginning to do the opposite.

Take Mass Effect as an example. It's a trilogy of games where your actions are supposed to shape the fate of the universe; where the alien you sleep with in the first game might be a villainous crime lord by the time you meet her in the second; and where your behaviour - even incidental stuff like what you say to a reporter - can alter the way you're perceived and potentially cost the lives of those around you a few years later.

Now, I love Mass Effect as much as the next man - in fact, probably more than most of the next men put together - but the truth is that this notion of cause and effect is just as much of an illusion as explosions going off around you when you race your skidoo down a mountainside in Modern Warfare 2. Nothing you do or say in Mass Effect 1 fundamentally changes what happens at the end of Mass Effect 2.

Fellow Eurogamer scribe Christian Donlan and I have this recurring conversation about the difference between games which are readable and writable. Mass Effect and Call of Duty are really good readable games: they are a series of managed interactions that culminate in gratifyingly revelatory (or explosive, or sexy) outcomes. Writable games are things like Just Cause 2, or Crackdown, where half the things that you remember are stories you wrote yourself - that time you used a toppled statue as a wrecking ball hanging from a chopper using your grapple hook, or the time you tried to drive a buggy up a skyscraper.

Sid Meier once said that a game is "a series of interesting choices", and I've always liked that definition. I also think it's great that our range of choices is no longer limited to which guy we shoot in the face first. But my worry about choice-and-consequence games is that the more game developers focus those choices into the story side of a game, where the outcome is predetermined, and less into the things you do between conversations, the less meaningful those choices become and the less writable their games will be.

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Tiny Wings owes a debt to Call of Duty. Sort of.

The great thing about gaming is that I'm sort of knowingly worrying for nothing. The games I've mentioned so far include Gears of War, Call of Duty, L.A. Noire, Uncharted and Crackdown. There are similarities in them, of course, but there's also an amazing diversity - and that's all within basically the same broad genre, target demographic and platform group.

There will always be this plurality and diversity in gaming because it's just so broad, and the fact that Commander Shepard isn't really doing anything impactful when he does or doesn't save Urdnot Wrex in Mass Effect 1 isn't going to make the existence of Noby Noby Boy or The Witness any less likely.

All the same, I think games that are built around the illusion of so many choices will be much better over the long haul if they also decide to be more writable. Deus Ex: Human Revolution is the example du jour, and it fits: you all end up killing the same final boss, but on the way I stacked boxes to climb up to a fire escape to sneak into a police station, whereas maybe you charmed the desk sergeant.

As long as that sort of thing persists - and Dishonored looks like it's keeping the dream alive, as hopefully will Eidos Montreal's Thief 4 - then we'll have no truck with choice and consequence. But please, keep it writable.

Comments (34) Latest comment 9 months ago

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  • RedPanda #1 9 months ago

    Post deleted at 14:31:59 28-01-2012
  • linea #2 9 months ago

    It's the old 'choice vs. narrative tightness' thing really. Any 'readable' game even if it includes lots oof choice and consequence is still going to be a 'choose your own adventure' book at the end of the day, as the more profoundly you can mess with the world the less intricate the main story has to be, almost necessarily, in order that it can still work even if you've decided to slaughter half the people in the world. A combination of both types of game is the ideal, and the Elder Scrolls/Fallout 3 series are probably the closest.... but could they have the characterisation and narrative intricacy of Mass Effect?

    By the way, I'm pretty sure the 'helicopter wrecking ball' thing in Just Cause 2 you're actually explicitly required to do as part of a mission at some point :)
  • patootik #3 9 months ago

    I don't think we've yet seen a true choice based game. Even Oblivion, Fallout, Mass Effect, Infamous etc, games held up as some of the best examples of choice based games, still have quite shallow and obvious choice mechanics. It's all so obvious "kill guy - be bad/save guy - be good". I've always, within the first hour or so, decided what path I'll take, thanks to skill trees, good/evil levels I already know which way I want to do things. This is my opinion makes the "choice" aspect redundant, after all it's only a choice if you have to choose.

    I find with most choice games I'll do my first playthrough being "good", then if it's a good game I'll go through again as "evil". By making the choices so obviously associated with either good or bad you take away any of the excitement of the choice. In real life when you have to decide to quite your job, or leave your partner or buy a new TV it doesn't tell you which one is good and which is bad. I'd like to see a game that doesn't telegraph the consequences of your decisions so obviously before making them, and one where there are many more possible ways to end the game. Instead of the usual good/bad ending how about 30 different ways, all of them unique and none of them "wrong". I know that's easier said than done but it would be nice to see it done.

    We tend to associate choices with the RPG genre because that's where it all started, with board games. But the problem is you make decisions in RPGs based on numbers, stats, skills, party member etc, not on emotion. That's what I'd like to see, a game that makes you forget it's a game, one where choice matters and is not based on good/evil, it's based on how your feeling at that moment.

    I suppose Heavy Rain achieved this somewhat, though it had it's flaws.

    In summary, what we currently refer to as "choice based games" are not really that, sure you have the option to turn bad half way through the game, or do the odd random action, but when your climbing that skill tree, or trying get those good/evil trophies/achievements you just want to keep going on the same path, there's no reason to change, you can see all the other stuff on your next playthrough.

    I love Mass Effect, I like Infamous, and Fallout, they are really good games but the choice mechanic is so transparent it defeats the point of choice, the unknown. Sure it helps you to feel more involved in the story, and I wouldn't have it removed, I like these games a lot. I just think we're a long way from what you could truly call a choice based game.
  • redcrayon #4 9 months ago

    The problem is where bonuses for choosing certain options are weighted at the extreme good and bad ends of the scale.

    My default persona in RPGs is what I call 'pragmatic good'. If people need saving from the bad guys I was going to kill anyway, sure, I'll do it, even be polite to them, and bask in the glory afterwards. If they ask me to find the villages missing 65 kittens scattered across the 3 dimensions of Zarg, then it's a no. If NPCs are rude to me, I'll be rude straight back, and always meet violence with violence. Thing is, this relatively middle-of-the-road approach gains nothing. It's the way I like to play, but the devs think that everyone wants to be a saint or a serial killer, with nothing in between, and so only give you those options.

    At least Fallout lets you genuinely be a monster, and make genuinely monstrous choices that affect hundreds of people. In Dragon Age or Mass Effect, you still end up saving the world, it's just a matter of how much of a cock you are while you do it.

    That's another thing that I've never understood, how even just being sarcastic and selfish is synonymous with being 'evil'. In most RPG worlds, looking out for number 1 should be considered common sense.
  • agparrot #5 9 months ago

    Thanks, a nice read.

    I don't know of any other examples that might count as readable and writeable, but Alpha Protocol did a fairly good job of blurring the lines even further, with readable sections broken down into a writeable order. It worked well because you weren't merely progressing through the same sequence of events with a slightly different moral slant or set of choices, you could actually play it through twice and create entirely different stories out of the authored chunks available, which were far broader than things like the Mass Effects.

    I'm not sure there is a comfortable middle ground between emergent and scripted gameplay, and I'm sure that trying to pigeonhole games in what Tom correctly identifies as a diverse place - the games scene, will always have happy exceptions.
  • layleeloo #6 9 months ago

    Personally they do nothing for me. They may be good for someone who plays through games several times and may see any differences, but the majority of people I know only play through a game once before they get rid of it, so it makes absolutely no difference to us what ending we get. If decisions determine things during gameplay rather than the ending, and if the balance was better then it would be alright, but considering in a lot of games you have to stick to an extreme of something for it to have any effect, it's just an pipe dream and good for advertising rather than adding anything to a particular game
  • pualhorse #7 9 months ago

    It would be quite funny if the reapers won at the end of mass effect 3 just because you didn't punch that reporter
  • Lexx87 #8 9 months ago

    I like these Saturday soapbox things!
  • Lexx87 #9 9 months ago

    Also whatever happened to the .biz article?

    I've got to go sign into that now taking me an extra 20 seconds I could be using to sit and stare at the floor!

    For anyone interested: http://www.gamesindustry.biz/articles/20...
    Edited by Lexx87 at 27/08/11 @ 13:08
  • metalangel #10 9 months ago

    The problem is that most games are crappy when it comes to actually reflecting the consequences of these choices, often because they all have to lead through to the same overall conclusion. That's why in Deus Ex games or KoTOR there's always a hugely obvious choice which determines which ending screen you see, and to save even more trouble the choice isn't made (or in KoTOR's case, can be reversed, twice) until the final level.

    ArmA2 had a lot of choices during the sprawling Manhattan mission, which would affect your allegiances in later missions. You then had opportunities to kill or arrest various other characters, and each of these variables resulted in four very different endings. The overall mission progression was unchanged but it did a far better job of disguising this than Deus Ex's factions all telling you to flip a different switch if you wanted to support them.
    Edited by metalangel at 27/08/11 @ 14:18
  • Hantheman #11 9 months ago

    I think the simple issue is to create true choice, you'll need infinite AI and scripting. Impossible.
  • WeakOrbit #12 9 months ago

    What seems to happen with these choice based games is that there is no real niche area for a true neutral stance. Take Infamous2 for an example. Rather than Cole developing his own powers through his own actions it comes down to him being a cypher ( granted with a personality and a plot ) for good or bad powers with no happy medium it was either Fire or Ice.There was no option for "Shut up girls I want to do my own thing" which could of led to maybe a set of advanced electrical powers.
    I can't really say much about Mass Effect as the game appears to be designed for the Paragon renegade approach and Shepherds positon of savior of humanity through whateverI makes me believe there is no room for dialogue such as
    "I have no strong feelings whatsoever" or Shepherd being a space polygamist "Room for one more Tali/Kaidan"

    Fallout New Vegas seems to have a bit more leeway with the grey areas of character development with the reputations you gained with Factions playing more of a part and straddles between readable and writable games. You could be a charitable saint who throws caps to the poor and eliminates bandits yet go to work for Caesars Legion, or eliminate an entire town, rob become a hopeless chem junkie and shoot an old ladys dogs yet be a saint for the NCR. Or just go it your own way yet these all lead to one of as far as I know several outcomes at the same place.Though in the end you'd always end up treading on someones toes or sucking up to somenone.

    All in all an interesting article I don't think were going to see a gritty narrative driven Sims game any time soon or a Your Off Duty where we do endless push ups and go down to local with the lads to discuss how long it took Price to grow his tache and the jokes in nuts.So until an A.I is developed that is intelligent enough to react to a players decision and turn the computer on and leave us stranded in a area full of A.I buddies and save the game so when you reload it you are trapped in perpetual kerbstomp.
    Would we as players want that?
    Edited by WeakOrbit at 27/08/11 @ 14:26
  • Ceatlan #13 9 months ago

    Tom,

    I think the problem is that you seem to be indicating that more games should be becoming 'Writable' experiences, as though that is what everybody wants. However I don't particularly enjoy or like the 'Writable' games you mentioned, I respect and admire them and welcome there place in the world of games, but I prefer 'Readable' games. I prefer to be playing something that has a really good story to tell me, I don't even need the character I am playing to be central to the story, they can be a small insignificant part just witnessing the story unfold whilst they try to survive themselves. Please don't assume that sandbox, create your own story games are what everyone wants the world of games to become.

    In the same way that for some people receiving a box of lego was about what you could create with your imagination, whilst for others it was the thrill of building the things you had instructions for. Neither is better than the other, everybody has the right to get the enjoyment in the form that fits them best.

    I do however agree that the pseudo-story-changing mechanics that they try to build into some games don't necessarily add much to any form of the medium. They do however in the best instances allow you to feel more connected to the story.

  • SvennoJ #14 9 months ago

    Catherine has 8 different endings reflecting your choices through the game. Unfortunately it is only the final final cut scenes that are different, which takes away a lot of the will to replay the game. It is quite jarring that you can have a completely different attitude in the emails and conversation answers then in all the story sequences. Actions speak louder then words and in this case you have no influence over your actions at all.

    I prefer The Witcher 2's approach where you can choose your path rather early on for 2 completely different campaigns. Fallout NV did a good job too with the different factions. Mass effect however did not invite me to play it again, it didn't feel like any of my choices were relevant apart from influencing the paragon/renegade meter. Games are better off without a good/evil system, that makes the choices a lot more interesting. The choices in DA: origins were great, in DA2 still interesting, unfortunately DA2 was too busy molding everything back on the same path all the time.

    The do as you like gameplay in Deus Ex is very welcome, although I can't help feeling slightly worried about missing xp and loot by sneaking by everything.
  • Shikasama #15 9 months ago

    Can't believe there was no mention of Alpha Protocol or The Witcher 2.

    The only games that hav ever got this bang on.
  • soviet_ #16 9 months ago

    "Your Off Duty where we do endless push ups and go down to local with the lads to discuss how long it took Price to grow his tache and the jokes in nuts"

    Brilliant. Well done @WeakOrbit
    Edited by soviet_ at 27/08/11 @ 18:45
  • Golgo #17 9 months ago

    Tom Bramwell argues that all choices offered to the player within a narrative-led game must, in the end, be illusory, as the narrative must lead inevitably to the same(-ish) conclusion. In Mass Effect trilogy, I shouldn't wonder, to the stopping of the Reapers, regardless of whether or not one went on a renegade lesbian-alien perv-em-up (as I did and will continue to do). This is fair enough, I think. We can't expect game devs to provide each of us a different ending depending on our choices. All of us here will die, regardless of our life choices. We'll all get the same Game Over. That doesn't mean our time is wasted. The main thing, for me, is how meaningful those choices feel for the player when the game is still in play, and on that score I welcome the complex new directions taken by Mass Effect, Deus Ex and the like.

    That said, sometimes you just need to play Monkey Target.

  • Gaol #18 9 months ago

    Semantics I know; 'readable' and 'writable' are unusual descriptions, more usually in this frame of reference I hear 'scripted' or 'linear' or even 'themepark' in contrast to 'sandbox and 'open world''.

    Anyway, maybe you should be worried; MMORPGs for example have withdrawn to full on theme parks in the wake of WoW's success with only Eve and a few niche titles representing the sandbox philosophy. And single player games getting hung up on big production values and the big narrative experience almost naturally leads to less player freedom.

    I always tend to acquire much more vivid memories of sandbox experiences like the Fallout games. I think relying on the games industry to naturally provide this 'plurality' is a bit complacent; especially as it becomes more and more about big studios recreating an easy formula.
  • slivir #19 9 months ago

    "Nothing you do or say in Mass Effect 1 fundamentally changes what happens at the end of Mass Effect 2."

    Yes, thank you, somebody said it. The fact that choices in Dragon Age 2 and Mass Effect are just cosmetic and do nothing really to change the overall outcome really hurts the experience for me. I feel like I'm being cheated and have no reason to give these games a second play through.
  • Monkey_Chops #20 9 months ago

    Mind you, some of the choices in DX: HR did have certain ramifications - although I am still playing through it, I understand there is more than one possible ending. Clearly this is only available through the choices you make.

    One thing that affected me was how, by nobbing around the Serif building at the beginning, instead of rushing upstairs to the helipad, the hostages in the next mission were executed due to my time-wasting. It wasn't even a case of having a choice presented to me - it was my deliberate omission that led to those hostages being executed. The normal cliche is that a game tells you you must hurry up and do something, but in reality, you can mess around doing other stuff before you listen to the game - and there are no consequences. Xenoblade Chronicles and Mass Effect are prime examples of this.

    DX: HR completely bypassed that cliche and made me actually regret my procrastination. If more games offer that, then it's definitely a good time to be a gamer, in my opinion.
  • Laythe_AD #21 9 months ago

    The nearest i've come to choices having real consequences and still maintaining a tight storyline is The Witcher 2, really. It does not entirely achieve the dream, but its as damned as close as any game i've seen. Bioware please play and take note.
  • redcrayon #22 9 months ago

    @Nipsen

    I thought the choices in Fallout NV were pretty good. At one point, after following the plans of one faction for a while, I realised that dicking over another faction that I liked was non-negotiable, which then led to me going off to choose my own path and allies as I saw fit.

    Not perfect, but having multiple factions and locations that will treat you as own of their own after a while is pretty good. Certainly one of few games where I have actually wanted to help some people deal with their problems despite it being optional, rather than been forced to.
  • misho8723 #23 9 months ago

    What the hell?! No mention of Witcher 2 or Alpha Protocol? Another article where are only AAA games mentioned with huge marketing behind them.. FAIL
    Edited by misho8723 at 28/08/11 @ 09:47
  • JadedSoul #24 9 months ago

    Post deleted at 08:10:55 26-04-2012
  • redcrayon #25 9 months ago

    I think it's due to devs wanting to take the 'frustration' out of getting stuck, but also throwing out a bit of the sense of achievement as well.

    Sure, some of the old Tomb Raider levels could be absolutely infuriating to get through, all the jumps to be judged, finding the right handhold etc. But it felt more rewarding to get the macguffin at the end than turn up like in Uncharted, press 'a' 10 times and find that it's all done for you, or that each 'correct' handhold has been painted for you.

    I'd much rather handholds that I can use were flagged up using a different method, like texture or even trial and error, rather than have the path through a dungeon painted white for me.

    No-one likes getting stuck, but it feels like devs think the ADHD generation need to make constant progress while killing things rather than deal with a complex environmental challenge that might take a couple of hours without shooting anything.

    tl:Dr:
    I'd rather get stuck and then succeed than just succeed through no skill of my own.
  • Uncompetative #26 9 months ago

    If I am aware of the Choice then I no longer feel Free.
    Edited by Uncompetative at 28/08/11 @ 15:19
  • digitalash #27 9 months ago

    Yeah, but the stories players "write" in writable games are almost invariably shit, normally violent power fantasies. "Remember that time I shot the dude in his face with his own gun then drove a buggy over the cliff into a helicopter?" - not exactly Hamlet, is it? If the writers of Mass Effect want to give me a huge degree of agency but then shape my responses into meaningful drama, then more power to them.
  • redcrayon #28 9 months ago

    Virtually all games are violent power fantasies in one way or another- the only difference between you playing as Space Marine x, shooting aliens the face and driving buggies off cliffs and you playing as Shepherd, saving the universe via shooting thousands of aliens in the face is that one is a scripted power fantasy and one is a playground version.

    Saying that the player should only act out what the writer thinks is a good story is the wrong way to go (especially as most game stories are little better than pulp SF/fantasy anyway) and leads to corridor-based rubbish like FFXIII.

    I'm sure that most of my actions in Fallout and Deus Ex would make a boring, 50 hour film about a damaged protagonist with severe OCD, but I had a fantastic time, put it that way!



    Edited by redcrayon at 28/08/11 @ 18:02
  • gregski #29 9 months ago

    Hm, Mass Effect & Deus Ex:HR being C&C games? Deus Ex - I admit, you have some choice but in my opinion The Witcher 2 takes C&C much, much further than any other game right now.
  • RelaxedMikki #30 9 months ago

    Sometimes emergent gameplay requires as much narrative input from the player as the developer?

    I had a really odd experience playing Fallout NV. I met Boone pretty early on in the game. We wondered around the wastelands together slaughtering all and sundry. I soon realised that my character and Boone must be lovers. Two blonde psychopaths, never apart, dressing alike and sleeping in the same dirty motel room - what other conclusion could be met? It wasn't something either the developers or I had planned - the guy-guy love affair just kind of emerged.

    Being a bit of a closet homophobe, I became uncomfortable with the relationship as soon as I realised what my character was up to, and unceremoniously dumped Boone. Then my character went and fell in love with a ghoul prostitute. At which point I quit the game. The story had reached a natural, and rather lovely, conclusion.

    I loved Fallout NV. But I never came close to completing it.
  • Bluetooth #31 9 months ago

    I would love the opportunity to shoot Toad in the face.
  • EVERYGAMER #32 9 months ago

    I enjoy the option to make choices, not necessarily at every point of the conversation, but I like the fact that I can try and second guess the outcomes of my decisions before seeing what the games designers do to neatly make my solid logic back-fire on me. SPOILERS!! ahead




    perfect example would be the first mission on Deus Ex HR where you confront the purist terrorist leader about one of his men being augmented. As soon as he said he didnt believe me but would have to check into it, I knew I was gonna let him walk. If the game had made me fight him it would have gone against what my mind was telling me was a clear signpost that this guy would be someone I could use later or at bare minimum having him causing a fuss back at purist HQ would make my life easier. I was playing the long game. However while smugly thinking nice I'll get a bollocking for letting him go but I know its worth it, I then thought I really hope he doesnt shoot that hostage cause that would be a breach of trust between us and make my decision look bad. Phew! I thought as he left the room its gonna be ok....only to hear the overzealous SWAT fratboys start shouting and inevitably opening up on him. I was annoyed cause they we're gonna make my bollocking once I got back to HQ worse, but I also liked the fact that the designers had already forseen that kind of choice and made sure there would be some kind of consequence for it. This Is why I love the Deus EX games :D
    Edited by EVERYGAMER at 29/08/11 @ 10:01
  • darm #33 9 months ago

    Maybe you could come up with better examples of genuinely 'writable' games? Preferably some that are not sandbox games, because just cause 2 and crackdown are on the 'ugly boring shit' of the sandbox spectrum in my book and I don't understand any praise in their direction, while GTA or RDR are most memorable to me due to the story missions and not by doing some random stuff.

  • coomber #34 9 months ago

    Alpha Protocol is exactly what the author of this article is asking for.

    'Writable' game fan Chris Donlan's score for Alpha Protocol: 7/10.