It seems like an interesting way to classify the plot of the game, but while it would help identifying decision points, and therefore have value in streamlining the routes, I don't really think it would help that much in reducing the greater amount of work required for a game with branching plots.
Ultimately I feel this is a sideproduct of how game development has progressed in the MOAR GRAPHICS cinematic direction, which keeps inflating the production cost of everything and until relatively recently didn't even cross the uncanny valley besides. If you had a game with a AAA budget but which went for stylized retro graphics you could probably afford to have a complicated gameworld. But instead we dedicate resources to ensuring that nostril hairs flow fluidly in the wind or whatever.It seems like an interesting way to classify the plot of the game, but while it would help identifying decision points, and therefore have value in streamlining the routes, I don't really think it would help that much in reducing the greater amount of work required for a game with branching plots.
Ultimately I feel this is a sideproduct of how game development has progressed in the MOAR GRAPHICS cinematic direction, which keeps inflating the production cost of everything and until relatively recently didn't even cross the uncanny valley besides. If you had a game with a AAA budget but which went for stylized retro graphics you could probably afford to have a complicated gameworld. But instead we dedicate resources to ensuring that nostril hairs flow fluidly in the wind or whatever.
Though it should be kept in mind that Choice of Games games tend to vary in the amount of story branching they possess. Robots or Alexandria seem much more varied in terms of grand story arcs than, say, Empyrian or Pirate. The latter seem to use fake choices heavily (the spy and the plane mission, anyone!?), while the former have options to radically change what's contained in the story depending on what one chooses to do (e.g. pre-empting the USA-PRC war, or the sheer divergence of what the story is about in the penultimate part of both CoR and CoA).Choice of Games don't have complex simulations of a game world running in their games it is just a few stats and boolean phrases and it never reaches the complexity of even WoWs armor system mathematically.
And the ideas here could very easily be done by other games to create more interesting "choice" based protagonists. Like what if Renegade Shepard and Paragon Shepard didn't come off as two completely different people, but a similar person acting in different ways?
As Revlid pointed out at the start, the story of Telltale's Batman does change depending on whether you choose to try and save Harvey or Catwoman, but the problem is that what change is who Bruce Wayne is, while the game seems to promise that you can change the world by preventing Two-Face from ever coming to be. Ditch that conceit, ground the story and the marketing firmly in a sense of the player defining who Bruce Wayne and Batman are, and the whole thing hangs together much more cohesively. Heck, it's even more practical for the designers - the extra dialogue required is easily outweighed by the gameplay and modelling you don't have to make.There have been many RPGs that let you define your character's personality to a certain extent. Say you're given a quest to get a schoolgirl's cat down from a tree. On average, you'll be given three options: neutral, where you get the cat down and accept the schoolgirl's allowance as payment; good, where you waive the fee and fondly tousle the schoolgirl's hair as she scampers off; and asshole, where you set fire to the tree and jump up and down on the schoolgirl's face.
And speaking as an asshole, this offends me. There are so many wonderful ways to be a complete ponce that these games rarely cater for. Why can't I rescue the cat but hold it to ransom for her dad's porn collection? Or get the cat down by throwing rocks at it so it breaks all its legs on the concrete and then still expect to be paid, with the infuriatingly infallible logic of a complete tosser?
Something I've thought since waaaay back when I played Jade Empire is that many games concerned with choices would work a lot better, in the sense of actually conveying a sense of choice, if they remembered that they are role-playing games. That is, you don't have to change the world around you so long as you can strongly define the sort of character you play.
FTFY:So EVE with buggies instead of spreadsheets. I'm doubtful there's enough market for a second one
Well we won't know because those triple AAA games with budgets comparable to blockbuster movies spent all that money on animating nose hairs or exquisitely positioning chest-high walls, rather than thinking about the most efficient and economical ways to give players interesting choices and options.Considering that converting story lines and 'fake' choices have been a thing since text adventures and choose your own adventure books I don't see what graphics have to do with anything. Sometimes things are just hard to do and also kind of niche. Also story choice has nothing to do with gameworld complexity as thousands of text adventures will tell you. Choice of Games don't have complex simulations of a game world running in their games it is just a few stats and boolean phrases and it never reaches the complexity of even WoWs armor system mathematically.
"The player cannot change who you are."On a character level this is excellent for giving Mae a consistent and lived in characterization that isn't diluted by the players choices. On a ludonarrative level this amounts to building a relationship between Mae and the player.
Well we won't know because those triple AAA games with budgets comparable to blockbuster movies spent all that money on animating nose hairs or exquisitely positioning chest-high walls, rather than thinking about the most efficient and economical ways to give players interesting choices and options.
This is making me think of Stellaris and other Paradox Interactive worlds. The games lack a formal plot, but do have emergent storytelling coming from the complexity of the gameworld, various packaged events, and the player's own attitudes and choices. Such is I guess somewhat like a single player sandbox to the aforementioned MMORPG sandbox stuff.
I think you nailed why you aren't going to have a popular null sec styled competitor; LoL got where it was by being way more casual than the competition. The whole point of null sec EVE is that in game, there's no "toxic", just get rich or get ganked trying. No way casuals are going to flock to a game where people who want to burn it all down can. And if you can't burn it all down it's not really a true sandboxLike you mention markets and it makes me think of how League of Legends was a huge hit (the most played game in the world, moreso even than World of Warcraft) and it achieved that by taking the shamelessly obtuse and user unfriendly Dota anddumbed it downstreamlined it for the masses. If someone were to create something that took the sandbox nature of the Null Zone, then spent their effort developing and streamlining that as their whole game, there'd probably be a big audience for it.
1: But... they haven't. In the present, Bioware was having you pick a couple choices from a dialogue wheel. Go back a decade or two and... you actually had more dialogue choices in things like Baldur's Gate or Planescape Torment come to think of it. I don't think developers have invested any serious amount of their development on storytelling vs aesthetics and game mechanics. You can tell because aesthetics and game mechanics keep getting refined where storytelling choice stuff really hasn't. The stuff you mention was all there for decades. Ultima 4 invented the Karma Meter in 1985.Money isn't going to fix the problem because the problem is not amenable to money. If you want a structured story with a coherent plot instead of 'one damn thing happening after another' then every single 'meaningful' choice will ripple out exponentially and worse it isn't easily parallelized. You can't keep throwing writers at the problem because very quickly you have created so many interconnected webs that it makes Secret Wars 2 look quite reasonable and restrained in keeping disparate stories telling a coherent whole. Also we have over 30 years of work on how to add emotionally impactful choices into a game's story in the most efficient way and it is the way we are already doing it. Collapsing choices to a single point, siloed choices, things that only make things harder or easier but don't cut off content, offering earlier game overs, reputation scores that boil down to hate, neutral, and love and more are all things that are done and work amazingly well for people who don't try and push their suspension of disbelief.
Its mostly my way of emphasizing the focus on the fetish of increasing detail over other things, even though it drives up the cost for everything.Also you are having a very wierd focus on nostril hair in this thread.
Reading this is reminding me of Antichamber, which is a game entirely about punching the player's mental model in the face over and over till it dies.Another take on it from Frictional Games (Punumbra, Amnesia, Soma) - that consequences are central to games because consequences as a result of player action enable players to make plans. Ultimately most of the "game" takes place in neither the mechanics or the narrative, but in the player's mental models; players disengage when the mental model you are trying to get them to construct runs into the actual system and finds the system wanting.
True. But I think there's a difference between "FFA sandbox that is extremely complicated and user unfriendly, which wasn't necessarily even the focus of game development" and "'FFA sandbox that is not those things". For example I'd recommend aiming it to play like a arcade-ish roguelike in gameplay. You log out, your character dies. Enough time passes, your character dies of old age. Most likely your character dies well before that. You'd maybe have the option to 'respawn' by taking over another NPC of the first character's family or group. The gameworld would allow players to build things of relative permanence, cities and trading caravans and roving raider bands, but the PC isn't, so there is no "OMG the dreadnought I spent a spent dozens of hours on/hundreds of real life money towards got blown up". I mean yes ultimately no matter what its going to be more freeform and rugged than something like LoL and not have the same kind of sheer numbers or anywhere close, but there's more of an audience for sandboxes than Eve Online's one.I think you nailed why you aren't going to have a popular null sec styled competitor; LoL got where it was by being way more casual than the competition. The whole point of null sec EVE is that in game, there's no "toxic", just get rich or get ganked trying. No way casuals are going to flock to a game where people who want to burn it all down can. And if you can't burn it all down it's not really a true sandbox
I'd take that a step further and argue the player's mental model is the game. It's very common for games to manipulate the player's mental model with the goal of making them perceive gameplay differently than how it "actually" is. That method can be applied to storytelling as well.Ultimately most of the "game" takes place in neither the mechanics or the narrative, but in the player's mental models; players disengage when the mental model you are trying to get them to construct runs into the actual system and finds the system wanting.
If the player finds a fork in the road and chooses to go left, it doesn't matter what's on the right. Linear games work best if the player wants to stay on the path, because then the fact that they can't choose doesn't actually matter. Designing choices isn't about what the player can choose, it's about why they would choose. When the player approaches that fork, it doesn't matter if the two paths lead to different areas or the same one. What matters is why they'd favor one path over the other. Only their justification for the choice needs to hold true.
You've missed my point. What I'm talking about is nothing like an inaccessible side door. In a game, what's at the end of a path isn't determined until the player reaches the end of the path.I don't think that's really true. If there's a fork in the road and the player chooses to go left, it matters whether or not there was anything to find on the right.
Players are relatively savvy and understand the construct. They know the difference between a fork that was actually a fork, and a fork that was just set dressing...and they don't really register the set dressing as part of their mental model. Locked doors used to give the illusion of space, for example, don't register as "choices" because the player knows that they're nothing there. If you've made it so that there's an actual choice, they will (or at least should, if you're communicating to the player correctly) notice that there's a choice, and engage in planning to make a decision (to clarify, planning might be mostly unconscious or intuitive, but it's distinct from simply registering the existence of a non-choice). This raises the possibility that they might go right, which means that, if the choice is real, something needs to be there. If what's there is "go back and make the other choice", then you've probably created frustration by negating the decision they probably see as valid and probably booted them out of the mental model. And if it's something that the player will register as an actual choice, you can't ensure that they choose the 'right' one each time.
A linear game gets by without having any real choices in overall structure. Which is fine, but illusory choice isn't actually choice, and the gameplay and engagement in such games come from the moment to moment decision-making which does have an impact (if only a short-term one). A good linear game doesn't have real forks, it has a fork that the player implicitly recognizes isn't real. Their mental model doesn't include an option to stray from the path; they can create justifications for it (roleplay, atmosphere, narrative), but they also don't engage in planning that includes the non-existent forks. Engaging in planning is fundamentally different from engaging in rationalization of illusory choices, and while it's not necessarily better, it's a core experience that an illusory choice in a linear game cannot deliver.
If I make a choice based on evidence, and make the wrong choice I expect that I'll be able to reexamine the evidence and see where I made the mistake in interpreting it, and learn from the experience so that next time I'm more attentive/analytical/etc. E.g. if in a game of go I have a fork and choose between losing this or that stone and choose to save A, then suffer a chain of further losses, I can look at the board and see that "Oh! I didn't realise that there's a bunch of weaknesses in my defence next to stone B that will cause more damage!". I can see where my planning went wrong and make conclusions about what to watch out for. And I'd rather have a game that allows similar self-improvement on the computer too. Instead you seem to be offering computer games to whack the board and upset all the stones after a move has been made, preventing such postmortems of plans.You've missed my point. What I'm talking about is nothing like an inaccessible side door. In a game, what's at the end of a path isn't determined until the player reaches the end of the path.
By definition, planning comes before the choice is made. Give the player evidence supporting both options, let them decide which one they believe is right, and then have the one they choose always be right. (or always be wrong in some cases)
The only advantage "real" choice offers is replayability.
Choice can be used in more ways than "gate off content so you are forced to play the game twice to see everything". It can be used as a way for the player to express themselves and feel like they have agency, to help humanized and develop the character they play as, or to develop the world into something that feels more alive and real then an obvious railroad.
If you enable people to become attached to something they will throw ten fits worth of shit if you allow another person to blow it up. If you make a democratic government and some guy comes in and ruins your fun with a troll campaign, well, either that's part of the game (with the casuals then leaving) or the devs step in (in which case it's not really a freeform sandbox).True. But I think there's a difference between "FFA sandbox that is extremely complicated and user unfriendly, which wasn't necessarily even the focus of game development" and "'FFA sandbox that is not those things". For example I'd recommend aiming it to play like a arcade-ish roguelike in gameplay. You log out, your character dies. Enough time passes, your character dies of old age. Most likely your character dies well before that. You'd maybe have the option to 'respawn' by taking over another NPC of the first character's family or group. The gameworld would allow players to build things of relative permanence, cities and trading caravans and roving raider bands, but the PC isn't, so there is no "OMG the dreadnought I spent a spent dozens of hours on/hundreds of real life money towards got blown up". I mean yes ultimately no matter what its going to be more freeform and rugged than something like LoL and not have the same kind of sheer numbers or anywhere close, but there's more of an audience for sandboxes than Eve Online's one.
This is a post-apocalyptic setting, life is fragile, your sand castle will get knocked over. Who knows, maybe you might play an intrepid explorer combing through the irradiated zombie infested ruins of the nation you helped build a few sessions back. Maybe the village you knocked over as a raider at the behest of a city-state a few sessions back is now the core of a mighty empire that the city-state is fighting a pitched battle with. Ultimately I'd think the real question for a sandbox MMO is how much permanence and stability you want to have in the setting. Too little, and it might feel like nothing you do matters, too much, and it might feel like nothing you do matters.