Choices in games

Posted by SOTTO Sunday, September 25, 2011

I'm working on my MIGS talk, N+1 Screenwriting Tips for Game Writers. The part I'm working on is about allowing players to make choices that have consequences, particularly to the ending of the game.

The obvious recent example here is HEAVY RAIN, where your success or failure on missions leads you to a bunch of different possible outcomes. But I'm not a huge fan of HEAVY RAIN, which, as I am not the only person to have remarked, can seem more like a "choose your own adventure" than a game with excellent gameplay.

In DEUS EX: HUMAN REVOLUTION you can save or fail to save certain characters, and you can decide how to play (stealthy, non-stealthy pacifist, typically homicidal game hero). But the story really doesn't change except at the very end when you can choose one of four buttons to press to decide your values.

What are some emotionally powerful choices that you've been able to make in games that affected the outcome?

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