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Entries in player choice (2)

Wednesday
17Feb2010

Guest Lecture: The Ethics of Exploration

I've had the opportunity to attend a couple of interesting events over the past few weeks that have given me some good food for thought. While much of the craft of game design is introspective, outside influences are critical not only for verisimilitude in games, but to prevent the medium from becoming hopelessly exclusionary. Nobody wants a game that you have to already play games to enjoy. (Well, some people want that, but they're not usually the sorts of people who are fun to actually play games with -- they're the extreme lifestylers who want to hole up in their hobby and use it as an identity with which to insulate themselves from the rest of the world.) I even use this as interview criteria: I always ask in interviews what other interests the candidate has besides gaming and if they answer, "Really, gaming is it," they get a big ol' thumbs-down from me.

Digression notwithstanding, one of the presentations I attended was the Ethics of Exploration, given by the vatican's astronomer, Br. Guy Consolmagno.

The presentation itself covered a lot of ground and I took from it some expanded thinking horizons. In terms of history, everyone remembers Galileo... but can you name the pope who brought him to trial? Galileo's story resonates with people because it's essentially human to wonder what's out there. Asking the question satisfies a "hunger in the soul," which is why we remember Galileo instead of those who condemned him and their comparative small-sightedness.

Much of what I pulled from the Ethics of Exploration was content related, stuff to construct games about or questions to ask in games rather than systems with which to create new games. A few of the topics that excited me here were:

Gah. Who to root for in the clash of good vs. good?A "conflict among goods": The goods in this case are things that are good, as opposed to products or resources. We often speak of having to choose between the lesser of two evils, but how often must we choose from among multiple outcomes that are all positive? So many of today's games feature dark and dystopian game settings. So many others offer the "Jesus or Hitler?" paradigm, purporting to offer moral choice but really offering pick-extreme-good-or-extreme-bad gameplay paths. Wouldn't it be refreshing to be able to pick an outcome from among a variety of things that are awesome? My mind immediately springs to a golden age sci-fi tale or a mythic idyll, but those are only my immediate responses.

Ethically obtained specimens: Is it ethical for a scientist to conduct research for the greater good on a speciment knowingly obtained under illegal or morally (or ethically) wrong circumstances? This is the classic "misunderstood scientist" trope, but it has plenty of mileage left in it as the thrust of a game story. The player might be obtaining the specimen, or he might be part of the group that plans to perform the research.

1) Discover meteor. 2) ??? 3) Profit!The ethics of economy: About once a year, a meteor of approximately one-kilometer size passes near enough to the earth, well, to be a meteor. Extrapolating from samples, a one-kilometer meteor would be worth tens of trillions of dollars in salable value. So let's say some entity -- a government, a commercial concern, a scrappy bunch of players -- invests in a sound method of grabbing this meteor (itself probably tens of billions of dollars in cost) and manages to pluck it out of the sky. Let's say this happens in the middle of nowhere. How would the local economy of that nowhere respond to suddenly having tens of trillions of dollars worth of inflation dumped into it?

Subverting the purpose of playing a game: Ultimately, Brother Consolmagno stated, to refuse to make a choice will always be a mistake. I don't know how to wring a playable facet from this, since a game is a series of choices with consequences, but there's something about the refusal to take action in a given situation that has story potential. Perhaps an authority in the story refuses to take action until swayed toward a course by the players, who must accumulate enough information to choose intelligently (or perhaps control the information influx to suit the course of action they want).

Oh, it was Pope Urban VIII who tried Galileo, by the way. In a bit of cosmic justice, his villa is now the location of the Vatican Observatory.

Thursday
28Jan2010

Presenting Information: Making Informed Choices

Fallout forced players to decide on skills or allocate points without seeing how those choices would affect how the game played.Over New Year's, I was playing a tabletop game with Will and Ned when Will said that he would estimate that the primary emotional response a player has when playing a computer RPG is regret. It sounds absurd, that an entire entertainment genre and medium are made up of predominantly negative experiences, but there's something to it.
In a computer RPG, it's inherent that once a player makes a choice, that choice walls off certain content. If you kill the prince, for example, you don't see the "didn't kill the prince" content. Unless the game is completely open-ended, it's impossible to tell a convincing story. Unless the game restricts certain content after certain player decisions, it's impossible to tell a plausible story.

Well, perhaps not impossible, but certainly tremendously difficult to the point of no one yet having done it. The greater point, however, is that something's being set aside that, as a player, I can't experience, and that's the origin of the regret. In many cases, replayability solves part of this, as you can always revisit that excluded content by coming back and making the choices that open it up to you, but, one, do you want to go back through and undertake the whole story again, including the vast amount that will be repeated content and, two, how do you know which choice to make that opens the previously obstructed content to you?

Being able to respec a character who already exists is a functional way of ameliorating regret at prior choices made without adequate information. World of Warcraft charges the player for the feature, while tabletop D&D 4e allows respecs as part of standard advancement.I think this is a problem. In particular, I think this is a problem when the story is elevated to a state of precedence over the game. That might sound weird coming from a guy who spent 15 years working on "storytelling games," but the distinction is in the medium. In a tabletop game, the gamemaster, as a participant in the game process, creates the relevant content on demand. It might not be available instantly, but in most cases, the gamemaster won't waste time designing the cult's lair beneath the wealthy socialite's estate if the group decides they want to hunt werewolves along the interstate headed out of the city. In some cases, the gamemaster will have that designed beforehand, but there's always an opportunity to reroute the story should the players choose, which isn't an option in a computer game with linear plot and progression.

For myself, even the process of character creation is often a source of regret. At the beginning of a game, when I'm asked to make a character, I'm making decisions the impact of which I can't possibly know. I haven't played the game, so I don't know if I'll enjoy the play of the fighter-type more or if a spy results in more interesting play. In some cases, entire swaths of content become unavailable immediately, as with the starting areas in World of Warcraft (which I can at least travel to as a character of a different race, but, as a noob might not have the knowledge that I can travel to those other areas).

Hence, the regret. I've been forced to make a choice, but I haven't been given the proper information to make it. Does something else exist as an option? What if that would have been a better choice for me?

It's odd to think that when a game ships, it does so with the developer's knowledge that a given player is never going to see a significant portion of it. It's a bit like buying a full tackle box but only needing a few bobs and lures -- why make the rest of the box's contents and bother putting them in the box? Granted, someone, somewhere is going to see the content that someone else doesn't, but there's something undeniably odd about releasing a product that the developer knows won't be used completely. As a player, I know those other lures and bobs are in the tackle box, and I want to use them, but by the construction of the tackle box, I just can't.

In most cases, I can research my options, such as by finding a FAQ or walkthrough or by asking a community of players. That's outside the game, though. That's not playing the game, that's an additional amount of preparation I have to do before actually playing the game. While certain hardcores might enjoy that bit of pre-game, that's not what your average player is going to enjoy.

The Fable series does a good job of teaching the player controls and world lore before her choices become a critical part of the game's flow.The challenge, then, and the way to manage this critical information is to design the game and the story so that the preparation occurs within the game environment and before the character makes a significant choice that affects what content the player participates in and what is held away from him. This may break immersion, but that's okay -- the very necessity of the information is because the player will be playing the game. It's not going to suddenly wreck an epic if a mouseover box tells the player his range increment will double, because he's already put the DVD in the drive and is manipulating the controller.

(As I write this, I've learned from @criticalhits that WotC plans to offer a solo D&D game that "helps generate [the] character while playing." That's a great idea, and an excellent example of introducing the player to game concepts with a progressive information flow. Fill in the blanks as to what you want to do and how you want to play as you're playing, as opposed to learning world lore and control schemes in a vast block beforehand.)