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About
I'm the owner of the mostly empty Moderatelyoversizedhats.com. I'm studying to apply to the DigiPen school of Technology in Redmond Washington. I design games using Unity. I'm 15 and graduating highschool, while I've been going to community college since I was 11. I'm fond of Jazz and Chiptunes. Yeah, that's pretty much it.

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Legend of Zelda: Wind Waker

Disgaea Series

Persona 3 and 4

Blazblue Series

Metal Gear Solid Series

Silent Hill 2
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Choices are common in life, and in Videogames. The power of choice in life is what truly defines each of us as individuals, with the choices that we make reflecting our own selves. Why is it so then, that Videogames often neglect this facet of choice? Choice in Videogames often whittles down to shallow attempts to provide false agency or padded replay value. What can we do in order to provide stimulating, stirring choice? What is it that makes choice so important to Videogames? Well, let's take a look.


Let's Take a Look: Choices and Introspection


In life there are big decisions that guide how we live; what we will major in, what career we pursue, what we study, etc. If we look to roleplaying games, we see rising similarities. What race, class, and skills you choose will affect how you play the game, in turn defining either you or your character's play style. Team Fortress 2 and even the dreaded Call of Duty games exercise this kind of choice by allowing players to not only select a class, but also specific weapon loadouts that change how each class is played. This allows players to have a sense of agency within the game and lead to further enjoyment. Players are allowed to craft their own unique way of playing, and in turn are allowed to craft their own fun. This is why many different people can enjoy Teamfortress 2 in many different ways, and why Call of Duty has such a large demographic as it does.


There's a reason why World of Warcraft is played by millions of people across the globe.

However when this kind of choice is done wrong, it is usually when available bonuses and skills only affect gameplay in such a marginal amount as to not change it at all. This is one of the reasons why "roleplaying elements" are frowned upon in shooters, as a 5% bonus to reload time vs a 2% ammo storage rate does not actually give you much choice in a game. While percentage tweaks in variables may be an easy way for designers to fundamentally change gameplay, percentages are only effective past a certain point. Should gameplay effects not be noticeable, all you do is create an illusion of choice, frustrating your players by making their decisions lack weight. Nobody likes to finally reach the carrot dangling in front of them only to find out it's actually made out of cardboard.


Besides selecting classes, Team Fortress 2 also lets you customize weapon load outs.

Of course, there are other choices in life besides how we live it. You found your girl/boyfriend cheating on you, how do you handle it? Your child was suspended from school for fighting, what do you say? You see someone being mugged, what do you do? These questions do not have clear answers. Every single person will behave to each one in an endless variety of ways. These choices are also a part of what defines a person, which makes it no surprise that RPGs use choices to help you define your own character.

Yet, unlike real choices, videogame choices tend to be very binary. Picture this: You find a basket of puppies; you can either, A: Save the puppies, B: Sell the puppies, or C: Eat the puppies. While choice can define characters, giving a good, neutral, or bad option does not make for deep character building. In these cases, designers most likely either didn't put much thought into the philosophy of choices, or simply put shallow choice in to increase replay value of a game. When choice is done right in RPGs, it serves to help provide a personality to a character. Fallout 1, 2, and New Vegas did choice wonderfully, as while there were good, neutral, and evil options, over-all alignment was weighed more heavily with individual settlements than on a scale of good/bad. A player's alignment with each of the individual factions gives a much deeper character personality than simply having a character be "good" or "bad", resulting in characters with their own afinities, personalities, and even prejudices.


One of the worst offenders of binary choice used as replay padding.

This leads us to observe even deeper and more complex choice. The further downthis rabbit hole we go, the more our choices can teach us about ourselves. What's the most complex series of choices we experience on a daily basis? Social interaction. Social interaction is a series of simple and complex choices that define us to ourselves and to other people. Thus, surely, social interaction is the best way to make commentary in a video game, right? Well, one might not think that after looking at a Halo or Call of Duty lobby, BUT, if one looks instead to the game Journey, one will find that this may indeed be true.

In Journey you, well, journey across a desert all by your lonesome. Eventually, you run into a player-controlled partner with whom you spend the rest of the game exploring and solving puzzles. The catch? You can only speak through a variety of chirps, or calls, or whatever you would call it. By holding down a button for various amounts of time, you can adjust the length and power of your "call". This simplifies social interaction to it's very basic format, leaving players to have to interpret eachothers messages. He chirped really loudly three times in a row, is he mad at me, or just happy? I just chirped randomly in a sing song pattern, will he get that I'm singing, or does he think I'm bugging him? By analyzing your reactions to situations and how you interpret your own partner's messages, you will walk away from the game knowing a little bit more about your own personality. I personally learned that I'm observant to a fault, I worried about how every gesture was taken, I always assumed the most negative connotation with my partner's chirps. I endlessly worried and felt that could not trust my own partner, reflecting personal issues I had until then ignored.


Journey is a beautiful, engaging, and well designed game. It's only 15$ on PSN, go buy it now!

The kind of subtle choice that is required of Journey's social interaction provides a great template for games of all types. Elegant and deep choice can make it possible for art games to better explore the human condition, or for RPGs to craft more vivid fantasies, or for shooters to cater to even more types of players. While choice may be hard to implement, and requires many more resources than linear decisions and stories, allowing players to put part of their own tastes and personalities in a game is priceless. The interactivity of videogames is what makes our medium unique, and is why players should be allowed more freedom with their own personal narratives, with their own choices.

What exactly have we learned about choice now? Choice not only affects story, but gameplay, with RPGs and class based shooters presenting prime examples of genres that use choice to affect individual enjoyment of a game. Agency stems from the power of choice, from both gameplay choice and story choice, with false choice only serving to frustrate and discouraging the player. Morality cannot be measured using a dualistic approach, but rather on a situational basis. Social interaction is the deepest form of choice and shows us more about ourselves than it does other people. Most of all, we've learned that choice is what makes our medium special. Videogames thrive off of choice, and if Videogames wish to be further respected as a mature art form, deeper and more complex choice must be made. Just remember, it's always an acceptable choice, to simply take, a closer look.


Addendum: I am not a professional designer, just a struggling indie sharing his thoughts on games, so why don't you share your thoughts too? Regardless of your experience or background, feel free to add any points of contention I may have missed! Argue with me, correct me, provide examples of what I've missed. Remember, observation is better in groups!
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Just going by the Journey thing . . . this is how I was . . .

Initially, I met another traveller early on who seemed to have a knack of doing things. I picked it up really quickly and eventually overtook what he/she was doing and sped up too fast.

I chirped over and over again . . .

Eventually, I figured I was "left behind" — even though I did the actual leaving — and then I kept leaving each and every other traveller behind to continue my own journey.

I did find that I was quite a chatty person and I did try to help my fellow travellers out by showing them how to get things done if they seemed to be having trouble. I chirped repeatedly to get their attention, until I realised I was probably like Navi going "Hey! Listen!"
One of the most interesting things about Journey is how everyone can play it, yet have entirely different experiences depending on how they got along with their partners. Thanks for sharing Hkun!
"He chirped really loudly three times in a row, is he mad at me, or just happy? I just chirped randomly in a sing song pattern, will he get that I'm singing, or does he think I'm bugging him?"

I just love how many different interpretations people can have for the sounds in Journey. It really does seem to reveal a lot about a person depending on how they choose to translate other peoples' actions in that game.
Yeah. I personally didn't enjoy most of the game for a while, until I realized that the only thing hampering my enjoyment were my own self-confidence issues getting in the way. In your article you also picked up on stuff I missed, like how non-audio responses can affect our interpretation of actions. Social interaction truly is quite complex. I can't wait to play it in a year or so and see how differently I handle the game.
In terms of choice, I'm a big fan of the rock, paper, scissors model. There is really only "choice" when each option offers a positive and negative. If 2 of the three choices offers a negative, and only one has a positive - then there really is no choice at all. One option is a clear winner. To be truly a choice, each option has to be equal in some way.

I particularly like shooter games that offer this rock, paper, scissors model - otherwise you'll notice that eventually everyone is carrying the exact same gun and it is obviously overpowered... a word often used in shooter games when there are weapon/skill or class imbalances.

Fallout did this well too... there were advantages/disadvantages to each faction choice and choosing one faction usually alienated another.

To have "real" choice, there has to be balance. If balance doesn't exist, then choice is merely an illusion.
Exactly! To use Team Fortress 2 for example, each of the weapons will do something different from your standard gun, yet they will be unable to do other things. EX: The medic's kritzkreig medigun can give the patient mini-crits, but at the price of making the patient invulnerable. Blizzard is also quite good at making very well balanced games, despite how the fanbase cries as it does.

This is why I believe percentages aren't nearly as effective at this than having special effects. This way instead of just altering percentages, which can easily be unbalanced, by adding and removing abilities and effects you can easily create positives and negatives that suit multiple play styles. If I'm correct, I believe you've written about something similar in Call of Duty's perk system?

Thanks for your comment Elsa, wonderful points as always.
I always eat the puppies :)

Great blog!
Oh, why thank you Mr Andy Dixon you total renegade you!
Great blog!!

One of things I'm most excited about Borderlands 2 is that characters won't be tied down to using certain weapons or playstyles. With the original, if I was using Roland it was pointless/counter-intuitive to use revolvers or snipers when I had stat buffs for assault rifles and shotguns. A lot of my upgrades would be more to the benefit to my teammates (auto-revives, healing bullets, increased team XP) making me more of a support character. With B2, every character is supposed to have the same proficiency to all weapons and you can better build your character to your personal playstyle, giving you more choices and options. I really can't wait for the game.
When you mentioned RPG elements, the first thing that popped into my mind is a pretty controversial topic regarding Diablo 3's direction. Diablo 3, the newest iteration of a simple yet highly customizable RPG is taking away people's access to building a unique base-build character spec by removing the series' iconic skill and stat points.

Since 1996, Diablo series players have been given skill and stat points each level to define their base statistics and choose the direction on the skill tree they would take their character's abilities. In D3, every character receives the same stats and skills/runes at the same levels for their respective class, and those skills are static from the moment you get them until the final level. Instead of creating specializations for your character by leveling stats/skills, you outfit your character with which six skills you choose, which of 5 runes to augment each skill, and everything deals damage based on static percentages of weapon damage. It only takes 15 seconds for any player to swap out their skill/rune selection.

There's a debate about permanent skill/stat points versus flexibility and straightforwardness. Stat point selection was completely removed because Blizzard felt that too many people were going after an 'ideal' cookie cutter build, making the process a pseudo sense of choice (though I've played for over a decade and never copied other people's specs). Skill points were removed for mostly the same reason, and because they wanted us to have accessibility to use our character in every way possible, without having to remake a new character to use a new set of skills effectively.

The biggest loss from this system, in my eyes, is the connection and satisfaction players had with their characters when they created a completely unique avatar of destruction. Players could sacrifice one stat for a boost in another, and if they knew they wouldn't get the best gear, they could tailor the stats around the gear they did have.

It's a tough call... My wife loves the D3 beta, so the streamlining does appeal to people who want the action experience than the RPG selections. I appreciate the attempt to make every skill balanced and viable, but I miss the depth of customization and choice.

I might make a cblog of my own just regarding this game... But I really want to thank you for the inspiring cblog of your own. Very good discussion, and you nailed some points for both sides of the argument!
Oh cool, I didn't realize this blog was going to mention Journey, which I've come to be quite enamored with. I was musing about some of the same kinds of things in Journey as I played, too.

In terms of choice, the best experiences I've had were back on MUDs a long time ago, which I guess is basically like D&D. Most of the game is about interacting with other people, but sometimes the people in charge step in and play as gods or take over enemies and role-play with them. It makes for a lot of interesting possibilities that games can't do, because there's a person controlling the world as it reacts to the person playing in the world.
@ Cecilia- Huh, it sounds like Valkyria Chronicles 2 vs Valkyria Chronicles 3. In 2 you could change the class of only one character, leveled classes, and upgraded classes. In the Japanese-only 3, all characters could change classes and upgrade classes, but instead of leveling classes, you leveled stats, since all characters could change classes.

@ Arttemis- Woah, way to go there buddy, excellent comment that definitely should be a blog in and of itself. I honestly haven't looked much into Diablo 3, and haven't played a single Diablo game for more than 10 minutes, but I'll have to look into that. It definitely sounds like an awesome and innovative approach, even if risky.

@ Knutaf- I've read and fapped your Journey blog, it was a great read. Journey definitely seemed to be the hot topic this week. Ahh, yes MUDS! Now those were proper roleplaying games. The type of social interaction between players is an amazing example of deep and complex choice, that which can only be provided by other humans! MUDS were so great to roleplay in because of that factor. Thank you for reminding me of those, they are really the closest Videogames have gotten to proper tabletop roleplaying games.
@ Cecilia- Huh, it sounds like Valkyria Chronicles 2 vs Valkyria Chronicles 3. In 2 you could change the class of only one character, leveled classes, and upgraded classes. In the Japanese-only 3, all characters could change classes and upgrade classes, but instead of leveling classes, you leveled stats, since all characters could change classes.

@ Arttemis- Woah, way to go there buddy, excellent comment that definitely should be a blog in and of itself. I honestly haven't looked much into Diablo 3, and haven't played a single Diablo game for more than 10 minutes, but I'll have to look into that. It definitely sounds like an awesome and innovative approach, even if risky.

@ Knutaf- I've read and fapped your Journey blog, it was a great read. Journey definitely seemed to be the hot topic this week. Ahh, yes MUDS! Now those were proper roleplaying games. That type of social interaction between players is an amazing example of deep and complex choice, that which can only be provided by other humans! MUDS were so great to roleplay in because of that factor. Thank you for reminding me of those, they are really the closest Videogames have gotten to proper tabletop roleplaying games.

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