Indinera wrote:I think they are part of the overall experience - what's your opinion about them?
I believe that it's a "complicated matter". It's true that if done right, choices can really add deep to the game. The problem is, that most of the game simply do it wrong. I will list a few examples of it:
1.
One choice being "better" - something like a) Save person A and get reward for it. b) Save person B and get rewaard for it. c) Save A nad B and get both the rewards. Something like this isn't "making a choice", it is "finding an optimum".
2.
"More games in one package instead of choices" - In Star Wars: Knights of the Old Republic, you could play either Light Side (Good) or Dark Side (Evil), but in my six playthroughs I've never chosen anything else than the Light Side answers in dialogues. In other words, one choice at the beginning of the game (Light/Dark) would be enough. What's the point of such choices?
3.
Choices that don't matter. A typical example: You can a) save someone or b) let him/her die. If you choose a), the person dies in next event/quest/chapter anyway and you get the feeling that your choice was pointless.
The reason for this is simple and it's the biggest problem of games with choices. Alowing the player to make story-shaping choices means branching of the story, i.e. the story needs to be different depending on the choice (because if they aren't different enough than the choice might seem irrelevant) and that basically means to write two or more stories instead of one. Now if there more subsequent choices, the number of story branches rises exponentially and what's worse, the player only experiences a part of it. If the game offers ten "story lines", then in one playthrough it's possible to experience one and the other nine stories are "unused".
And because games have limited budget, it is usually only possible to make either long game without choices or short game with choices but not both. To (partially) avoid this, the game makers often use something that I could call "story nodes" (I know, it sounds stupid, but I couldn't think of anything better), i.e. the story "branches" in one "node" and "connects" in another. The save/let die --> dead anyway is a typical example and unfortunately more often than not it leads to the
choices that don't matter phenomena.
4. One more thing that I consider to be a disadvantage of choices is that sometimes the player doesn't have the guts to make the interesting/thrilling choices. Imagine that LF would offer some choices and in the end, you would just save everyone (no deaths, no sacrifices), but the story wouldn't be as thrilling.
To sum it up a bit, I would say that a few important choices can make the game more interesting, but extensive using of it isn't probably worth it.
Good example of how to make it right is who to ressurect in LF3 - there's no obvious best choice and it really made me to think about it. I wanted to revive Leona, but I also couldn't disappoint Brussian. Choices like this help to create deeper bond to the characters.
It's also important so that the choices aren't just "black and white" but more "shades of grey" - the good example of it (and imo the game when it comes to choices) is The Witcher 2.
P.s. Quite a long text, I guess, but "choices" is an interesting topic and I felt like writing something about it.