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	<title>Comments on: Design Choices</title>
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	<link>http://www.nehrlich.com/blog/2007/01/18/design-choices/</link>
	<description>Eric Nehrlich, Unrepentant Generalist</description>
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		<title>By: Seppo Helava</title>
		<link>http://www.nehrlich.com/blog/2007/01/18/design-choices/comment-page-1/#comment-13293</link>
		<dc:creator>Seppo Helava</dc:creator>
		<pubDate>Fri, 19 Jan 2007 03:52:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.nehrlich.com/blog/2007/01/18/design-choices/#comment-13293</guid>
		<description>It would seem to me that the proliferation of choices is also what holds games like Deus Ex, or System Shock, out of mainstream acceptance, while a game like Doom 3 succeeds. After all, in Doom 3, there&#039;s essentially only one choice - shoot. Because you don&#039;t have the option of playing nonviolently, you can be *confident* that every choice you make (or rather, don&#039;t), puts you on a path toward success.

In games that give you too many options, you instead wonder, what are the *consequences* of my actions. Rightly so, I&#039;d hope - if a game is going to give you a choice, it should have a consquence of some significance. But therein lies the problem. To understand the choice, you have to think about the consquence enough to believe that you&#039;re making a *good* choice. That selection process is work - and that&#039;s why, when you&#039;re looking for entertainment, eliminating that work is positive, rather than negative.

In the game I&#039;m working on right now, the original writers made every line of conversation a choice. Aside from a whole variety of problems with the writing in the game (the Freeman Group is basically a bunch of illiterate buffoons - I had nothing to do with selecting them, and I hope that no one involved with TFG ever finds work again), it forces the player to make a coherent decision about how to respond without ever letting up.

So, in my writing for the game, I had two major focuses - one was rhythm - trying to get people to talk like they do in real life, and the second was limiting the number of choices the player made to those that I&#039;d given them enough information to make intelligently.

The difference, in practice, is utterly staggering. (yes, I&#039;m tooting my own horn - but saying you&#039;re better than the worst writers you&#039;ve ever seen in your entire life isn&#039;t tooting that loudly, I hope.)

The characters who have fewer choices, but more information, feel more real, are more &quot;fun&quot; and overall, are just more interesting to interact with, because the interaction *means* something.</description>
		<content:encoded><![CDATA[<p>It would seem to me that the proliferation of choices is also what holds games like Deus Ex, or System Shock, out of mainstream acceptance, while a game like Doom 3 succeeds. After all, in Doom 3, there&#8217;s essentially only one choice &#8211; shoot. Because you don&#8217;t have the option of playing nonviolently, you can be *confident* that every choice you make (or rather, don&#8217;t), puts you on a path toward success.</p>
<p>In games that give you too many options, you instead wonder, what are the *consequences* of my actions. Rightly so, I&#8217;d hope &#8211; if a game is going to give you a choice, it should have a consquence of some significance. But therein lies the problem. To understand the choice, you have to think about the consquence enough to believe that you&#8217;re making a *good* choice. That selection process is work &#8211; and that&#8217;s why, when you&#8217;re looking for entertainment, eliminating that work is positive, rather than negative.</p>
<p>In the game I&#8217;m working on right now, the original writers made every line of conversation a choice. Aside from a whole variety of problems with the writing in the game (the Freeman Group is basically a bunch of illiterate buffoons &#8211; I had nothing to do with selecting them, and I hope that no one involved with TFG ever finds work again), it forces the player to make a coherent decision about how to respond without ever letting up.</p>
<p>So, in my writing for the game, I had two major focuses &#8211; one was rhythm &#8211; trying to get people to talk like they do in real life, and the second was limiting the number of choices the player made to those that I&#8217;d given them enough information to make intelligently.</p>
<p>The difference, in practice, is utterly staggering. (yes, I&#8217;m tooting my own horn &#8211; but saying you&#8217;re better than the worst writers you&#8217;ve ever seen in your entire life isn&#8217;t tooting that loudly, I hope.)</p>
<p>The characters who have fewer choices, but more information, feel more real, are more &#8220;fun&#8221; and overall, are just more interesting to interact with, because the interaction *means* something.</p>
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