Poll: Choice impact in video-gaming

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Diablini

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May 24, 2009
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Do you remember when choice made a difference in a game?
Not those people running from that extremely malevolent bad ass or cheering for that good heroic chap. I'm thinking of that choice that made people lose faith in you when you murdered their mayor. That moustache that made people around you chuckle and made the ladies think you're cute. That dead merchant that made the whole town go poor?

Surely you've had a little taste of that bitter-sweet thing called consequence. But what about it in games? Do you think games need it? Maybe they do, maybe they don't, maybe I need to cut to the chase? What do you think of intentional or accidental choice changing your game experience? That choice is in the range of mostly everything, from killing the Good Guy to having silly hair. The difference can be just about anything, disabling a plot choice because the mayor doesn't like your dog, making people hate you because you killed a beggar or a romantic moment ruined from having a Charisma of 1. That impact is often hyped or/and limited, like having only a graphic change, or barely a change at all. I've noticed how games with a well done "Cause and Effect" mechanic are old school games, that probably have a sequel that disables that feature or just makes it plain bad.

I'll just point out some of the good examples of a well done "Cause and Effect System" having a fair and realistic outcome:

- Cause: Rolling a character with Intelligence less than 4 in Fallout 2
Effect: That character is shunned by most people, and he talks like a 3 year old. Also when observing objects you get some funny text: Looking at a working computer "You see a box. You hear a woman talking from inside. The box is so small, she's probably really cramped in there.

- Cause: Working for the Slavers Guild and thus receiving a special tattoo on your forehead in Fallout 2 (Again)
Effect: There was a tribesman working off his debt in a town. His sister had been taken by Slavers. Every time you walked close enough to him, he attacks you and fights to the death, yelling at you for being a Slaver.

- Cause: Having a strange/funny/scary/attractive feature like a tattoo or a haircut in Fable
Effect: People laughed at you when you had that Punk look. They were scarred when you had demonic tattoos, they were confused when you had an undefined look, and the ladies were wooed when you had haircut. It was a fun and amusing system.


I personally love a system like that when it's done adequately, when the balance between Harsh punishment and No rules is just right. And I want a game that will give me that so sought after "Cause and Effect" system that has been missed by so many games, and perfected by the forgotten ones. I really don't want choice impact, loosing it's meaning in some games.

So what's your take on choice impact and effect?
 

Cherry Cola

Your daddy, your Rock'n'Rolla
Jun 26, 2009
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It's fun, and I'd like it in an RPG. In other genres I'm not sure, but if done properly, sure, it could be fun.
 

MiracleOfSound

Fight like a Krogan
Jan 3, 2009
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I have loved the idea ever since I got to punch a girl in Mass Effect and have the council congratulate me for it.
 

GonzoGamer

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Apr 9, 2008
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It's a great effect. Makes for a more living world they try to portray.
It should be utilized in every RPG but it works in other games too.
 

TPiddy

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Aug 28, 2009
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It's definitely hard to pull off and usually balloons development time to get it right, as most of the effects in Fable II were pretty minor. If you died you got a scar, making you a little less attractive, but it didn't matter because getting married did sweet dick all anyhow.

I mean, if you were married and had a kid wouldn't it be logical for the main villain to maybe attack them? Or perhaps if you raised your kids properly they could join you in combat or make you money? There was nothing more to the system other than the fact that you COULD get married and have kids. That's what bothered me.

Mass Effect nailed most of the cause and effect really well. Especially the situation with the Rachni and certain characters living / dying.
 

Thaius

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Mar 5, 2008
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Unless this is done well, I would rather have an amazing, linear story. It takes a lot of work to make a game that can effectively give the player control over the story and how it affects gameplay. Unless it can do a good job, I'd prefer a straight-forward game with a great story.
 

Uilleand

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Mar 20, 2009
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Cleril said:
Now...Dragon Age: Origins time...
The final choice in this just about gave me an aneurysm...and the result was like a painful kick in the stomach either way.
It was awesome...
 

Poomanchu745

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Sep 11, 2009
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Ya i think RPGs should have a system where most of your choices are just everyday happenings with the occasional dilemma that takes your entire will and conscious to make. But that does not mean that it should be irreversible. If you kill a puppy one day and everyone hates you but the next you save a child, the people should go back to liking you (maybe with some reserved looks). I think going either good or bad is dumb, like Yahtzee says, but it should influence you some.
 

suhlEap

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Apr 14, 2009
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i want some impact, but it shouldn't be irreversible. with that system you could do something by accident and completely ruin the game for yourself. i like to know when i've done something and people to be affected by it but not to an extreme (or realistic you could say) sense.
 

Kelbear

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Aug 31, 2007
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Choice impact increases replay value, but there should only be a few huge decisions. Too many big decisions makes me freeze up in indecision.

I like to just pick a theme for the character and play right through the game. Then restart and replay the game with the opposite theme to see the differences. If decisions are meaningless then I have no incentive to check out the other path.
 

badgersprite

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Sep 22, 2009
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I like choice and consequence when it's done properly, because, done right, it means you can play the same game multiple times and have a completely different experience. Dragon Age: Origins does this well - the major quests can all be finished in a multitude of different ways, and it all impacts what happens later, as well as what characters can join your party, and there's never any sense that you've made a 'wrong' decision, because all the choices are completely justifiable.

Too often, choice systems get reduced to moral choice, and the problem with that is that it's either too easy to exploit - ala Fable - or the moral choices just come down to four cutscenes where you choose who lives or dies - ala GTA: IV. Or else, the system can actually hamper your ability to roleplay - ala Infamous - because you have to be all the way good or all the way evil, so it doesn't let you impose your own values.

Choice really has to be integrated into gameplay so it feels natural. Fallout 3 did this well. You could choose to finish quests in a variety of different ways, but they also integrated good, neutral and evil into the skills you could choose. This established a really strong sense of character. You could be a Lawbringer who saved Megaton and nobly protected the people of the wastes, or you could be an evil, psychotic cannibal all but lost to the wastes. Little things like that really help blend choice into the game.