Kugyince
04-10-2010, 10:38 PM
While we struggle to figure out what choice is and what it's doing in our videogames, we continue to demand it. It's clear that choice offers interesting options for game design gameplay that are interesting, stimulating, and fun. So what does choice provide to players? Is the appeal of choice the ability to craft the game's narrative, or is it the experience of watching a narrative unfold in different ways?
Choice can be used for a lot of things, and fewer games are more confused about what they're doing with it than InFamous. There's a lot of problems with the way the choice is handled in this game, but the main one is that there are about 40-odd big choices in the game, not to mention the countless ones reflected in the moment to moment actions of the player, and each and every one(except the first) is a lie.
In reality, there is one choice. When nearly all of the powers in the game require the protagonist to be either wholly good or wholly evil, choosing anything but the same way is foolish. What follows then are not a series of choices but a incessant harassment of the player, and any attempt at seriously considering any choices beyond the first will be thoroughly punished.
In fact, Sucker Punch didn't create a system of choice at all. They created a game with two parallel narratives using a unessesary and ultimately irrelevant gameplay system. In practice, the system of choice in inFamous is a way of separating narrative, gameplay, and play style into two distinct sections, and that's in no way a bad thing even if it's bizarrely implemented. Choice has a lot to offer to game design without offering choice.
Full article here:
GameSetWatch - COLUMN: Design Diversions: 'What We Get Out of Choice' (http://www.gamesetwatch.com/2010/04/column_design_diversions_what_we_get_out_of_choice .php#more)
Choice can be used for a lot of things, and fewer games are more confused about what they're doing with it than InFamous. There's a lot of problems with the way the choice is handled in this game, but the main one is that there are about 40-odd big choices in the game, not to mention the countless ones reflected in the moment to moment actions of the player, and each and every one(except the first) is a lie.
In reality, there is one choice. When nearly all of the powers in the game require the protagonist to be either wholly good or wholly evil, choosing anything but the same way is foolish. What follows then are not a series of choices but a incessant harassment of the player, and any attempt at seriously considering any choices beyond the first will be thoroughly punished.
In fact, Sucker Punch didn't create a system of choice at all. They created a game with two parallel narratives using a unessesary and ultimately irrelevant gameplay system. In practice, the system of choice in inFamous is a way of separating narrative, gameplay, and play style into two distinct sections, and that's in no way a bad thing even if it's bizarrely implemented. Choice has a lot to offer to game design without offering choice.
Full article here:
GameSetWatch - COLUMN: Design Diversions: 'What We Get Out of Choice' (http://www.gamesetwatch.com/2010/04/column_design_diversions_what_we_get_out_of_choice .php#more)