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Writer's pictureJoaquin De Losada

Talk Title: Making Player Choices Feel like They Matter in Your Narrative

Effective talk: Giving players valuable and unique choices

Year of Talk: 2022


Overview:

  • Balancing act between a cohesive narrative, narrative impact the player feels they have in the game, and so on.

  • Due to no GM to adjust the game's narrative depending on player choices. It limits the amount of options available to the player. Each one counts.

  • Important to know when to make a game more suspenseful or playful and so on.

  • Try to understand how players might react and what they feel at that time.


Types of Impact:

  • Three main types; Cascades, Callbacks, and Heuristics



Cascades:

  • When a player's choice will affect the game state.

  • This can be killing off a character or siding with a side in a conflict.

  • The options must affect the world state.

  • Advantages:

    • Easier to set up than other options.

    • Normally there are a limited situation these options occur.

    • It keeps players talking about the options people choose.

  • Challenges:

    • It is very possible to over-promise and not deliver on it. People don't like it when it happens.

    • If too many options are given consistently people might lose track and can drastically grow the narrative of the game.

  • Tips and Tricks:

    • Make sure that narrative outputs that come out of said cascades can easily be noticed and affect the main narrative.

    • Determine how the decision might affect the story of the entire game.

    • Make sure the decision can be noticed in some way until the end of the game.

Callbacks:

  • Reference to previous events in the story.

  • It can be either a player's decision or some event in the story.

  • Makes sure people remember what might of recently happened.

  • Advantages:

    • It needs a lot of effort to implement. 

    • No need to track its progress over the story. Once it appears it disappears.

    • It's possible to underpromise and over-deliver. (Too many callbacks which can be annoying).

  • Challenges:

    • Cant only have callbacks. People might get tired and feel like the story isn't moving forward.

    • A lot of booleans/flags to determine what can and cannot be called in the game.

    • Requires a lot of knowledge on all the things that can be referenced and have been referenced.

    • Players might think more things are being tracked that are important than exist.

  • Tips and Tricks:

    • Helps conversation flow better and feel less awkward. Take into account past comments or events.

    • Set up naming conventions so it's easier to know where different callbacks are meant to be slotted.

    • Spreadsheet with the entire list of all possible callbacks. Allows grouping and getting stats on how often callbacks occur.

Heuristics:

  • Simplify the problem to help reach a solution that works the majority of the time.

  • An example given is not knowing anyone has been struck by lightning. So it is not very likely to happen.

  • It helps when trying to show the relationship status between characters. 

  • Will only need a handful of status effects that determine how a character sees the player to properly determine how they might react to the player's actions.

  • Advantages:

    • It helps make it easier to determine players' current relationships with different characters.

    • Can add nuance to cascade and callbacks as characters that are angry with the player might not like certain actions while other characters enjoy them.

    • Allows for a lot more reactions from characters to different situations.

  • Challenges:

    • Will need to consider how relationships might change over time and include a lot more dialogue to compensate.

    • Need various cascade and callbacks to be effective.

    • A lot of effort from writers to make sure the dialogue is impactful.

    • Can become too oversimplified and the narrative might become not enjoyable.

  • Tips and Tricks:

    • Once fully set up it can be easily used for a lot of characters.

    • Can be used to guide what options are available for cascades.

    • Depending on how the characters feel towards the player they might be more or less willing to reveal information.

  • Can use previous heuristics to help guide future decisions that can be options.

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