Thursday, October 2, 2014

Your Choices Matter: or the Illusion of Choice


Lucas Versantvoort / September 18, 2014

Fig. 1 - the council telling it like it is
More and more games these days like Mass Effect allow you to make choices, through multiple choice questions, timed button presses, etc. These games allow the gamer to basically express their own thoughts, morals and in doing so directly influence (a part of) the game’s storyline. The gamer is granted the feeling that he’s actively creating his own story. This, however, is not completely true, of course. The gamer is merely granted the illusion of choice.
            Game developer Bioware’s Mass Effect series is a perfect example (talk about beating a dead horse…), because one of the game’s primary appealing factors is the fact that you, as has been stated many times, are able to create “your own Shepard” [the main character], that “your choices matter” (fig. 1). You, as Shepard, have to save the universe from a gigantic threat known as the Reapers. This adventure spans three games and allows the gamer to make many different types of choices. Important decisions include: at the end of the first game, do you save the Council? Do you keep the Collector Base instead of destroying it in Mass Effect 2? These are two key decisions, since they take place at the end of both part 1 and 2. So you’d think your decisions here would have a great impact in how the story develops, but the truth is, they don’t. If you save the Council, you get a short conversation with them in ME2 among other things, but nothing really changes. The story will basically proceed in the same way as if you had sacrificed the Council. Same thing with the Collector Base. You’d think saving or destroying it, would have a massive impact on Mass Effect 3, since it’s the end-game decision, but all it changes is that you get a few extra War Assets in ME3 and it changes one or two parts of a conversation with the Illusive Man (who wants you to save the base).
Fig. 2
            This is all made worse by the infamous ending to ME3. Whereas Bioware told the gaming community how their choices through all three games would impact 3’s ending to the point where you wouldn’t be able to typically tell whether you got ending A or B (in other words: countless, nuanced endings), the end result was something entirely different. In the end, you can only make three different choices during which the choices you made throughout the trilogy matter not. Gamers were promised a branching storyline which would reflect your actions throughout the trilogy (which would look something like fig. 2), in the end the storyline’s branches all ‘collapsed’ to three choices (more resembling fig. 3 except with three endings).
Fig. 3
Another popular game which focuses on gamer choice is Telltale’s The Walking Dead. It follows the basic premise of many zombie films, using the zombie apocalypse as a background for social interaction between a variety of characters. The player controls Lee, who is on his way to prison for murder when a zombie makes the car crash allowing Lee to escape. He stumbles upon a girl, Clementine, and together they head out looking for others, trying to survive. You, as Lee, will encounter many different people and you will engage in many a conversation with them. Indeed, conversations are easily the most important part of the games besides combat which mostly consists of timed-button presses. So important is gamer choice that Telltale includes a notice at the start of the game, saying: ‘This game series adapts to the choices you make. The story is tailored by how you play.’ And yet, even in this game which proudly totes its promise of being able to create ‘your own’ story, suffers from many of the same problems that also plagues Mass Effect.
Fig. 4 - Indeed
            We thus arrive at the two opposing forces in player-driven games: choice vs drama. Being given the ability to make choices in-game as a player, gives the player a feeling of control, the ability to drastically alter the fates of characters and the game world. This is however an illusion as the game world is controlled by the developers that made the game. In Mass Effect and The Walking Dead, both companies want to tell dramatic, engaging stories. This cannot be done by giving the player the ability to do anything he wants. It would mean creating a story-driven game with nearly infinite possibilities which would be too much work (fig. 4). Therefore, a compromise between player choice and ‘pre-written’ drama is inevitable. The player is allowed to make choices within the confines of the story the company has made. Certain events can be influenced by the gamer, whereas others cannot.
            This has an interesting effect however: gamers are more likely to protest against inevitable outcomes they don’t like. I think this has to do with the difference between video games and other media capable of producing fiction like films and books. Whereas the viewer accepts a film as a complete whole, one which he has no control over, a video game is by its very nature interactive. The player can control (to a certain degree) what’s happening on screen. Add to that the fact that The Walking Dead and Mass Effect emphasize player-choice and the reason why gamers are more likely to protest against certain inevitable outcomes they don’t like, becomes much clearer. The viewer knows it has no control over a film, but a gamer playing a player-choice driven game is unlikely to immediately accept what’s happening in the story as unchangeable when the whole purpose of the game is that you, the gamer, control the outcome.
            This is (among many reasons…) why many were/are upset over Mass Effect 3’s ending: it wasn’t the ending of your Shepard’s story, but merely three standard endings (basically good/neutral/evil). As such, it didn’t feel like the logical outcome of the ways in which you’ve been playing as Shepard. Control and player-choice were drastically reduced (or even removed) in favor of making a grand statement about human life in general. Drama came before player choice.
            Mass Effect offers another example of choice being taken away from the player. I refer to the character of Thane, an assassin who is capable of being romanced by a female Shepard. Thane is very ill however and it’s only a matter of time before he dies. This raises a question: should he die for the sake of drama and as a form of penance, since he’s killed so many in his life? Or should you have the option of saving him, somehow finding a cure and risk losing the former’s potential for drama? Allowing Thane to live would negate the penance-subplot, but it would benefit the romance. Bioware chose the former: Thane dies and there’s nothing you can do about it. This led to some discussion whether or not you should have been capable of saving him. People couldn’t bear watching the story develop in a way they didn’t want it to, because it was supposed to be their story, since Mass Effect was player-driven.
            Another example can be found in The Walking Dead. (Warning: massive spoilers). There is a shocking scene in Episode 3 when there’s an argument between on the one hand Carley and Ben and on the other hand Lilly who is convinced Carley and Ben have betrayed the group by sneakily stealing medical supplies. You, as Lee, can side with one or the other in this argument, but no matter what you do or what you say, eventually Lilly shoots Carley at point-blank range. This is one of the game’s inevitable outcomes. Despite the game designers emphasizing how this game is player-choice driven and how it ‘adapts to your choices,’ you have zero control over this event. Again, because the gamer had so much control over events up to this point, there is a greater sense of frustration here than in other media, as to why this had to happen. Why can’t I save Carley? Why do I have control over this and not over that?
            Telltale decided to go for drama. Before she’s shot, you (Lee) have a chance of becoming a bit closer to her. Many gamers (including yours truly) liked Carley, so people got liked seeing their relationship develop. Then Telltale decided to use this sympathy to create drama (basically preying on the viewer’s emotional attachments, but hey…that’s drama), by shortly afterwards letting Carley get killed by Lilly. I was shocked when I first saw I, but, more importantly, I remember one of the first things I thought was ‘I’m going to check the internet real quick to see if there’s a way of saving her.’ This is extremely telling of what I’ve been saying up till now, about how we’re less likely to accept events in a player-choice driven video game than in other media. Rather than accept what happened, I went online hoping to find a way to change Carley’s fate. Imagine my frustration when I found there was none.
            So, in the examples above we see the conflict between the companies’ desire to tell a dramatic story and the nature of player- and choice-driven games. If certain inevitable outcomes are changed on the player’s behalf, it can drastically reduce the drama and perhaps the whole point of a narrative. Would I have liked to see Carley live? Of course. Would I have liked to see Thane survive? Yes. But at the same time I understand the developers’ need to tell an engaging, dramatic story with Big Messages etc. and this requires certain parts of the story to be unchangeable. One starts wondering whether there’s a balance to be found between catering to the players’ demands and compelling drama.
            What about a solution? Obviously, I don’t have one. One would think giving the player more control over everything would be better. Everyone could decide for themselves the fate of characters like Carley and Thane. But it's hard to make that work in terms of drama. You can compare it to another game, WWE ’13. In this wrestling game, you are capable of creating your own storylines, just like how storylines in the WWE are also written beforehand. While a nice feature, it doesn’t create any potential for drama at all, since the player is constantly aware he’s literally controlling everyone and everything. It’s impossible for him to ‘lose himself’ in the story. This is why 'pre-written' drama in video games is a necessity to some extent. You can see how this tension between choice and drama remains both a problematic and interesting topic of discussion. 

Images:

http://i.qkme.me/36ji4h.jpg
http://gamedesignconcepts.wordpress.com/2009/07/30/level-10-nonlinear-storytelling/
http://xbox360media.ign.com/xbox360/image/article/111/1116274/20-Branching_1282863885.jpg

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