Which is the premise of my remark on the video. When it all sums out, every choice you make is a problem to be solved. Otherwise it's not worth any mental or moral effort in the first place and we'd be reduced to living in caves and using pointy sticks to try to get dinner.
Everything, no matter how complex, simple, ethical, moral or factorial, is a problem of choice. There are not just problems and choices there are problems that require of you to either choose or accept. If there is really no choice, then it's really not a problem, other than emotionally or intellectually railing at the lack of options.
Then again, the bad guy grabs your wife, husband, child, bestest friend or brand new love interest and threatens *(quite believeably, mind) their life if you do not comply with their wishes.
Now that's a problem. It is also a choice with a very (or is it) clear optimal outcome. If you don't comply, the other person is dead. Every problem has a solution or multiple solutions and we all, no matter how we examine a situation, do our best to see the most optimal outcome in our selection of options.
In some cases (watch "The Usual Suspects" and pay attention to the story of Keyser Söze) what most would view as a 'sub-optimal' choice is exactly the choice someone would make for reasons of their own. In this sense, a person threatened with the death of someone to coerce them to do something under those conditions, that person might solutioneer the idea that:
- A) Person has Loved One under threat of death to get me to do X
Person obviously has no compunction regarding killing.- C) Person cannot be trusted. because they use human life as bargaining chip for control.
- D) Let Person kill Loved One and then Kill Person. End of story, no longer a dilemma, problem solved.
But what does that end up doing, story wise? For me, everything is some sort of problem/solution equation and the way the problem is solved is the choice made. 4+2=? is a simple problem with only one correct solution. E=Mc2, is a problem with variables to the solution and can be restated to create a large number of more complex problems with variables to apply to the solution using the constants as a sort of 'mental placeholder' for what the operating conditions are.
Getting the apple over the orange due to price is one thing, but what if, I mean just what if, you'd really prefer an orange? Then, the problem is, do I have enough money for the more expensive orange and what does that do to my overall financial picture regarding what my next financial action might be? Or you might opt to not give a flying fig and decide you're having an orange and that's that.
It's always going to be a conditional situation to figure out the 'best' solution. We're just basically wired that way and it is reflected to a very large degree in our simplistic game play mechanics that cater to this instant gratification of action to defineable resolution. The world is a bit messier, in that, oftentimes, we just don't have the necessary skills, motivation, intelligence, information, time or desire to view all the possible outcomes and attempt to optimize our actions.
Sometimes, people do exactly the last thing they should do in a situation. Not because they don't know any better, but because, in that moment, they just don't care for the optimal situation, they want to hit something or someone, they want to say what they really feel or just walk away from a situation and not get involved.
In a game, this is not so easy to do. It has to be covered for and to still allow the story to progress. I suppose, in terms of training for success/fail matrices, you could always allow the player to choose, "Do whatever you want, just leave me out of it," and then simply end the game with an epilogue that details the destruction of all anyone ever held dear with the added guilt driven incentive to actually engage in playing with, "All because you just didn't want to get involved. Was it worth the extra 3 years of living to avoid the responsibility?"
You have to be able to present a situation that calls into question the moral and ethical fiber of not only the character, but the player as well. You cannot do this if every choice is nothing more than simple number crunching for XP, Gold, Loot. You have to force the player to choose between two choices that present, in each case, a less then satisfactory win/loss balance sheet in the eyes of the character and then let them try to solve that to the best of their ability.
It's like Batman being forced to choose between saving Robin or the Commisioner's daughter. You can't do both (of course, he somehow does manage it, that's why he's a super hero, right?) and so you have to choose between two unpleasant outcomes, neither of which will let you sleep well at night from that point on. And, of course, the option to do nothing other than to watch events unfold and let both choices slip from your grasp should also be there.
As the song says, "If you choose not to decide, you still have made a choice."
As programmers and game designers, the logic of training to program and work with computers can really get in the way of just winging it and sort of logically 'what iffing' your way through a situation without actually trying to solve it by simple A+B=C thinking. You what if the character is mad? You what if the character isn't easily manipulated? You what if the character doesn't have a moral compass in the first place? Or that it's pointing East and you expect North?
And then, instead of a simple skills result and convo box, you offer the opening and closing of choices based on selectable state of mind options.
Yeah, it's harder work to script all that in. And now you, as a designer are faced with a problem in the form of choice. Do you do the extra work or just go with the number crunching? Do you provide choices that require the character to take a step back and go, "Hmm, what do I do here? What do I do? Nothing I do looks like it's going to net me the big "W" here, so what's the least repugnant choice?" Do you provide options that do, indeed, change the potential outcome of, if not the entire story, at least a good portion of a story arc? Or do you simply offer equipment options, weapons choices and monster killing problems, that no matter how you slice them and which class or race or gender you play, end up exactly the same?
Is that a problem or a choice or is it both? How do you feel about that? You get to those kinds of questions and those kinds of issues and then, then you're making some progress about how to design your adventures.
So in closing, choices are always a problem. Problems do not always have a choice to make. Sometimes, even the optimal choice is unpleasant. It isn't about what you name a situation, it's about how you get someone to deal with it and it's consequences that really make all the difference.
dunniteowl
Modifié par dunniteowl, 26 août 2010 - 05:04 .