Tuesday, 15 March 2016

INTERACTIVE NARRATIVE :: Week 4 questions

Week 4 Reading Questions

Anatomy of Player Choice - Domsch
1) What differentiates a “choice situation” from the numerous other micro choices a player makes all the time in a game (like whether to jump or crouch, run or walk, move left or right to dodge a projectile, reload after one shoot or three etc…)

The core requirement of a choice situation is that needs to contain at least two different options. It also creates some form of motivation that invests the player in one outcome over another. Choice situations can also play upon the player's emotional preferences, helping them to decide which option to go with.

2) How are “motivation” and “knowledge” important to choice in videogames?

The motivated choice plays upon the player's curiosity at what might happen due to its outcome. This can be combined with the informed or knowledge based choice, where the player knows enough about the video game's mechanics and world to select the 'right' option. The motivated choice is needed to show the player that the outcomes of both choices will not be identical, and it achieves this through the information that the choice provides.

3) What kind of game structure does the “teleological attitude” work best with and why?

The teleological approach would work very well with a linear game structure and unidirectional or progressive paths. When the player is presented with a choice, the options are geared towards the favor of one more than the others, meaning there is generally a 'right' and 'wrong' path. Choosing the 'right' path lets the player proceed through the game and towards further nodes on the string, while choosing the wrong path eventually dooms the player to failure.

4) Do you agree that videogames place an emphasis on speedy action, particularly when it comes to game choices? Can you think of any exceptions to this?

I can definitely agree that most video games place emphasis on quick action, especially when it comes to games like The Wolf Among us and things that involve quicktime events. Even with games like Skyrim and Dragon age, the player generally cannot save the game during a choice and tends to want to progress in order to continue the story, making decisions on the spot as well. The only example I can think of that doesn't is Eyri's Action, but the game purposely makes you take it slow and destroys all previously ingrained knowledge of how video games are supposed to work, forcing you to consider your choices carefully and avoid the illogical traps and pitfalls that it throws at you.

Moral Choice in Games – Perdue

1) Do you think the player’s moral choices should be rewarded in a game?

No, not unless the situation's outcome calls for it. Do you think we should be rewarded for feeling strongly about something or going with your gut feeling? I feel like it should be the same in video games, as it creates a more true to life and realistic experiences, and strengthens the idea of the character within the story.

2) What is the difference between a choice driven by morality and a choice driven by gameplay mechanics?

Choice dictated by gameplay directs the player to choose one option over another in order to gain 'points' or 'skills' associated with that choice. The choice no longer becomes about the player's feelings towards the situation, but hinges on how they are going to benefit by answering a certain way. Moral choices lie more with how the player feels about the situation and what they would choose or not choose if they were put into the situation themselves.

3) What is the most meaningful choice you’ve made in a game?


The most recent that I can recall is the conscious decision to spare every last character I came across in the game Undertale. Just before the final boss, a character appears to judge the player for every act of violence that they committed and every level that they gained. I remember the speech explaining what LOVE and EXP were acronyms for hitting me very hard, and it was a very powerful and dumbfounding moment for a first time player. By choosing not to kill, I gained an extra bit of dialogue, which I found quite touching, before being able to progress with the game.

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