Choice

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Description

One element that is prevalent in most RPGs is the ability to exercise choice. Providing the player with choices can increase the sense of immersion, as the effect on the rest of the game is often impacted by who to bring into battle, who the player kills, or what the player says to a certain NPC. Moral dilemmas are often introduced through choice.

Sometimes, a choice either involves or determines which path to take. In these cases, the choice is made at a fork.

Variables and Affordances

  • Type. The kind of choice being made, e.g. to kill, to talk, or to save an NPC.
  • Outcome. The different outcomes based on what choice the player makes.

Examples

  • Persona 3. The NPCs that the player talks to in this game not only determines their relationship with that character, it also impacts the abilities that they can use in battle. For example, if the player chooses to become close to an old couple during certain quests within the game, he is able to summon a different “Persona” than if he were to become close to a girlfriend.
  • Dragon Age: Origins. This is one game in which a choice made during a certain quest can decide the fate of the rest of the game. For example, if the player decides to speak ill of mage Wynne's beliefs during a quest in the Mage Tower, she will turn on the party and the player will be forced to kill her. If the player goes along with what Wynne says, she stays with the party for the entire game and even has a unique side quest. Another example is when, during the overarching quest of bringing the Dalish elves into the fold to fight the blight, the player is forced to choose between siding with the elves or the werewolves. Each faction has their own set of strengths and drawbacks, and each side brings something different to the plot of the game.

In Worked Examples

Quest-Level Relationship

patterns/choice.txt · Last modified: 2011/07/08 22:39 by Gillian Smith
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