What is a good choice in a CRPG (computer role playing game) ?
Here’s a paper I wrote some time ago about choice and consequence in CRPGs and how we can make better games.
In pen-and-paper RPGs, freedom is king. Anything that a character could do, the player can attempt. A player could focus more on one quest and less on another. Actions are only limited by the player’s imagination and the ability of the dungeon master to provide an experience suited to the player’s actions.
But in a CRPG, there is no dungeon master, so the player cannot attempt things that have not been made possible within the game. Choices are limited to what the game offers explicitly. Therefore, it is important for a CRPG module creator to answer the question: what is a good choice? What choices should my game offer?
As a general rule, good choices display the following traits: exclusiveness, fairness, substance and simplicity. Let us now review those traits.
Exclusiveness
Good choices are often mutually exclusive. You can choose one thing or one action, but not all of them simultaneously. When choices are mutually exclusive, the player must think before deciding. Conversely, when choices do not exclude each other, the choice is very bland and boring as the player does not need to think.
For example, the map designer could drop on a map two barrels, each containing 10 gold coins. Then, when the player explores the map, he sees two barrels and must decide which barrel to open first (if any). So the relevant alternatives are to open barrel A or to open barrel B.
Technically, it is a choice, but the player will not see it as a choice, simply because all alternatives can be explored in sequence. It does not matter which alternative is chosen as the player will explore all of them in sequence.
The rogue-like game ADOM contains a number of mutually-exclusive choices. For example, in the beginning of the game the player receives a quest to bring back the body of a bandit leader who is roaming the countryside.
The player is free to undertake the quest or to ignore it and find other things to do. But the bandit leader runs away and disappears forever when the player reaches level 5. As a result, this quest becomes a very interesting choice. The player must decide very early whether or not to undertake the quest, which presents a high level of difficulty and a good reward if it is successful.
Later on, the player is presented with two possible quests and only one of the two can be undertaken. He can either hunt down an evil druid or seek to rescue the village’s carpenter. Both quests are interesting and they offer different rewards. When the player accepts one of the quests, access to the other is lost forever to the player character.
The exclusiveness of a choice can also arise from the natural flow of the adventure, usually as a result of actions undertaken by the villain. For example, imagine that an assassin from a foreign land has fired a poisonous substance at a dignitary using an enchanted blowpipe. The player characters are immediately asked to go after the assassin and retrieve the antidote from him.
The assassin spots the party tracking him down and decides to wreck havoc in the city in order to stop them. He gives that order to his henchmen before running away. One henchman summons a huge fire elemental and orders it to kill everyone. Another henchman stabs a merchant’s horse, sending it on a wild dash down a crowded lane. Another henchman slashes the throat of a young child passing by.
What will the party do? It can decide to ignore the city’s chaos and focus on pursuing the assassin to bring him to justice and save the dignitary’s life. It can focus on battling the fire elemental in order to save the lives of innocent citizens. It can try to stop the stampeding horse, thereby preventing dozens of injuries. It can focus on the child and have the cleric provide emergency healing to save the life of a seven-year-old girl.
Maybe the party can divide into two groups, but it will not be able to do everything at the same time. In this situation, some of the possibilities are mutually exclusive, giving the player a chance to set his own priorities. The situation also creates an interesting challenge where success can be measured both in the number of enemies defeated and the number of lives saved.
Fairness
Fairness is the attribute of a choice that determines the validity of the alternatives. If a choice is unfair or heavily biased, there is no real choice because it is obvious that one particular option is the best one by far.
Conversely, if the various alternatives all present advantages and disadvantages that cannot be assessed and compared easily, then the choice forces the player to think and select an option based on his own playing style or based on his own sense of tactics and strategy.
As an example of an unfair choice, consider a situation where the player finds a treasure chest. Imagine that the game offers the following options:
1- Look for a trap and if you find one, disarm it, then open and take the contents.
2- Let the Barbarian open the chest and take the contents.
Is this a choice? Technically, yes. But in reality, why would anyone choose number 2 if number 1 is available? With option number 1, you avoid an explosion. With option number 2, you trigger an explosion. That is not an interesting choice.
Or consider the following situation. The King of Andawar has told the player that he can ask a single thing of him. The player can ask one of the following:
1- Provide information about our enemies.
2- Provide a magic weapon.
Now assume that the information the king provides is information that the player already has, and assume that the magic weapon is a very powerful one. Again, there is an absence of interesting choice. The player will first make use of a saved game in order to explore both possibilities, and then he will correctly think to himself: ‘What a stupid choice!’.
From this discussion it follows that each choice should be crafted carefully so that each possibility offered to the player is valid and acceptable.
If a choice of a reward is given, the rewards should all be roughly of the same value and all should provide unique benefits. If a choice of a companion is given, each possible companion should have his own unique strengths and weaknesses.
If a choice is given between factions or allies, then each possible faction or ally should bring something that may be of interest to the player. If a choice is given between several actions, then each action should offer unique risks and unique rewards, and the higher the risk, the higher the reward should be.
If there is a choice between quests, each quest should be interesting in its own way. And if there is a choice about ethics and morality, then all choices should be morally ambiguous.
Substance
High-budget CRPGs are chock-full of what is known as the ‘illusion of choice’. The illusion of choice is the situation that presents itself when the player is given several dialogue options that all mean the same thing, or nearly the same thing, and that all lead to the same answers, or nearly the same answers.
For example the options could be the following:
1- Dear fellow, would you be so kind as to provide directions to our befuddled party?
2- Well hello there! There’s a gold coin for you if you point us towards the merchant.
3- Ugh, you da man there, say where da shops are?
Or, when talking with an NPC, the options could be the following:
1- Please continue with your childhood’s story.
2- Oh, it must have been so tough for you to go through all this.
3- You were so right. Your father was a nasty man.
4- Such luck you had! I envy your family’s wealth.
5- I would have never done what you have done.
All these choices are essentially meaningless and serve no purpose beyond creating a shallow, fleeting sense of freedom. In addition, their presence can make it more difficult for the player to identify those choices that are actually valid ones.
None of the options above present any advantages or disadvantages, making them very similar to the choice between opening barrel A or barrel B first.
When it comes to the substance of choices, it is very much a matter of quality versus quantity. Do we want many dialogue choices, all pointless and unsatisfying, or do we want a small number of actually engrossing and rewarding choices?
Good choices are choices that affect the rest of the game in one way or another. They could affect the player’s equipment, the player’s knowledge, the reputation of the characters in the game, the next combat encounters, the next puzzle, the next dungeon, the composition of the party of player characters, the experience points of characters, the gold owned by the party, the spells known by spell casters, the strength of certain monsters that the party will soon face, the allies that the player will encounter, or anything else that has a real influence on the way the game is unfolding.
Simplicity
Simplicity is the element of choice that counterbalances the Substance trait. Simplicity is important for the module creator and map designer. The simpler a choice is, the less work for the designer.
For example, it may not make much sense to create a module that allows the player to play both good and evil characters. This is because the actions that good and evil characters would take are often diametrically opposed. In such a case, it may be better to create two modules, one for good characters and one for evil characters.
Likewise, it does not make much sense to create a large module where, in the beginning of the game, the player must decide whether all his remaining adventures are going to take place in the icy kingdom of Shatterpeake or in the desert of Pharaoh Tutmanster. Again, in such a case, why not make two separate modules?
On the other hand, many interesting choices can be implemented without a large increase in the amount of work required to complete the creation of the module. Let us make a list of some of them:
• Choice between item, weapon and spell rewards
• Choice between recruitable companions, allied factions, enemy factions
• Choice between quests, small dungeons, or stand-alone monster encounters
• Dialogue choices favouring one companion over another (choice of friends)
• Choice of whether or not to have a romance with an NPC, and which one
• Choice of a quest-resolution style (combat, diplomacy, bribery, ingenuity)
• Choice between using the front door or a secret passage (avoiding alarms)
• Choice between morally-ambiguous actions (who should be saved or helped)
• Choice of the sentencing of a criminal (especially, whether to execute)
• Choice of the new leader of a country or community (who should be king)
• Choice of what structure to build in a castle (chapel, mage guild, more walls)
• Choice between endgames (e.g. demon destroyed, banished or escaped)
Conclusion
In the above discussion, we have demonstrated the importance of four specific factors concerning choice and consequence in CRPGs. For a module to be recognised as offering an enjoyable non-linear experience with a lot of freedom, designers should concentrate on the exclusiveness, fairness, substance and simplicity of the choices offered by the game.
PS - Feel free to post comments. Thanks!
Here’s a paper I wrote some time ago about choice and consequence in CRPGs and how we can make better games.
In pen-and-paper RPGs, freedom is king. Anything that a character could do, the player can attempt. A player could focus more on one quest and less on another. Actions are only limited by the player’s imagination and the ability of the dungeon master to provide an experience suited to the player’s actions.
But in a CRPG, there is no dungeon master, so the player cannot attempt things that have not been made possible within the game. Choices are limited to what the game offers explicitly. Therefore, it is important for a CRPG module creator to answer the question: what is a good choice? What choices should my game offer?
As a general rule, good choices display the following traits: exclusiveness, fairness, substance and simplicity. Let us now review those traits.
Exclusiveness
Good choices are often mutually exclusive. You can choose one thing or one action, but not all of them simultaneously. When choices are mutually exclusive, the player must think before deciding. Conversely, when choices do not exclude each other, the choice is very bland and boring as the player does not need to think.
For example, the map designer could drop on a map two barrels, each containing 10 gold coins. Then, when the player explores the map, he sees two barrels and must decide which barrel to open first (if any). So the relevant alternatives are to open barrel A or to open barrel B.
Technically, it is a choice, but the player will not see it as a choice, simply because all alternatives can be explored in sequence. It does not matter which alternative is chosen as the player will explore all of them in sequence.
The rogue-like game ADOM contains a number of mutually-exclusive choices. For example, in the beginning of the game the player receives a quest to bring back the body of a bandit leader who is roaming the countryside.
The player is free to undertake the quest or to ignore it and find other things to do. But the bandit leader runs away and disappears forever when the player reaches level 5. As a result, this quest becomes a very interesting choice. The player must decide very early whether or not to undertake the quest, which presents a high level of difficulty and a good reward if it is successful.
Later on, the player is presented with two possible quests and only one of the two can be undertaken. He can either hunt down an evil druid or seek to rescue the village’s carpenter. Both quests are interesting and they offer different rewards. When the player accepts one of the quests, access to the other is lost forever to the player character.
The exclusiveness of a choice can also arise from the natural flow of the adventure, usually as a result of actions undertaken by the villain. For example, imagine that an assassin from a foreign land has fired a poisonous substance at a dignitary using an enchanted blowpipe. The player characters are immediately asked to go after the assassin and retrieve the antidote from him.
The assassin spots the party tracking him down and decides to wreck havoc in the city in order to stop them. He gives that order to his henchmen before running away. One henchman summons a huge fire elemental and orders it to kill everyone. Another henchman stabs a merchant’s horse, sending it on a wild dash down a crowded lane. Another henchman slashes the throat of a young child passing by.
What will the party do? It can decide to ignore the city’s chaos and focus on pursuing the assassin to bring him to justice and save the dignitary’s life. It can focus on battling the fire elemental in order to save the lives of innocent citizens. It can try to stop the stampeding horse, thereby preventing dozens of injuries. It can focus on the child and have the cleric provide emergency healing to save the life of a seven-year-old girl.
Maybe the party can divide into two groups, but it will not be able to do everything at the same time. In this situation, some of the possibilities are mutually exclusive, giving the player a chance to set his own priorities. The situation also creates an interesting challenge where success can be measured both in the number of enemies defeated and the number of lives saved.
Fairness
Fairness is the attribute of a choice that determines the validity of the alternatives. If a choice is unfair or heavily biased, there is no real choice because it is obvious that one particular option is the best one by far.
Conversely, if the various alternatives all present advantages and disadvantages that cannot be assessed and compared easily, then the choice forces the player to think and select an option based on his own playing style or based on his own sense of tactics and strategy.
As an example of an unfair choice, consider a situation where the player finds a treasure chest. Imagine that the game offers the following options:
1- Look for a trap and if you find one, disarm it, then open and take the contents.
2- Let the Barbarian open the chest and take the contents.
Is this a choice? Technically, yes. But in reality, why would anyone choose number 2 if number 1 is available? With option number 1, you avoid an explosion. With option number 2, you trigger an explosion. That is not an interesting choice.
Or consider the following situation. The King of Andawar has told the player that he can ask a single thing of him. The player can ask one of the following:
1- Provide information about our enemies.
2- Provide a magic weapon.
Now assume that the information the king provides is information that the player already has, and assume that the magic weapon is a very powerful one. Again, there is an absence of interesting choice. The player will first make use of a saved game in order to explore both possibilities, and then he will correctly think to himself: ‘What a stupid choice!’.
From this discussion it follows that each choice should be crafted carefully so that each possibility offered to the player is valid and acceptable.
If a choice of a reward is given, the rewards should all be roughly of the same value and all should provide unique benefits. If a choice of a companion is given, each possible companion should have his own unique strengths and weaknesses.
If a choice is given between factions or allies, then each possible faction or ally should bring something that may be of interest to the player. If a choice is given between several actions, then each action should offer unique risks and unique rewards, and the higher the risk, the higher the reward should be.
If there is a choice between quests, each quest should be interesting in its own way. And if there is a choice about ethics and morality, then all choices should be morally ambiguous.
Substance
High-budget CRPGs are chock-full of what is known as the ‘illusion of choice’. The illusion of choice is the situation that presents itself when the player is given several dialogue options that all mean the same thing, or nearly the same thing, and that all lead to the same answers, or nearly the same answers.
For example the options could be the following:
1- Dear fellow, would you be so kind as to provide directions to our befuddled party?
2- Well hello there! There’s a gold coin for you if you point us towards the merchant.
3- Ugh, you da man there, say where da shops are?
Or, when talking with an NPC, the options could be the following:
1- Please continue with your childhood’s story.
2- Oh, it must have been so tough for you to go through all this.
3- You were so right. Your father was a nasty man.
4- Such luck you had! I envy your family’s wealth.
5- I would have never done what you have done.
All these choices are essentially meaningless and serve no purpose beyond creating a shallow, fleeting sense of freedom. In addition, their presence can make it more difficult for the player to identify those choices that are actually valid ones.
None of the options above present any advantages or disadvantages, making them very similar to the choice between opening barrel A or barrel B first.
When it comes to the substance of choices, it is very much a matter of quality versus quantity. Do we want many dialogue choices, all pointless and unsatisfying, or do we want a small number of actually engrossing and rewarding choices?
Good choices are choices that affect the rest of the game in one way or another. They could affect the player’s equipment, the player’s knowledge, the reputation of the characters in the game, the next combat encounters, the next puzzle, the next dungeon, the composition of the party of player characters, the experience points of characters, the gold owned by the party, the spells known by spell casters, the strength of certain monsters that the party will soon face, the allies that the player will encounter, or anything else that has a real influence on the way the game is unfolding.
Simplicity
Simplicity is the element of choice that counterbalances the Substance trait. Simplicity is important for the module creator and map designer. The simpler a choice is, the less work for the designer.
For example, it may not make much sense to create a module that allows the player to play both good and evil characters. This is because the actions that good and evil characters would take are often diametrically opposed. In such a case, it may be better to create two modules, one for good characters and one for evil characters.
Likewise, it does not make much sense to create a large module where, in the beginning of the game, the player must decide whether all his remaining adventures are going to take place in the icy kingdom of Shatterpeake or in the desert of Pharaoh Tutmanster. Again, in such a case, why not make two separate modules?
On the other hand, many interesting choices can be implemented without a large increase in the amount of work required to complete the creation of the module. Let us make a list of some of them:
• Choice between item, weapon and spell rewards
• Choice between recruitable companions, allied factions, enemy factions
• Choice between quests, small dungeons, or stand-alone monster encounters
• Dialogue choices favouring one companion over another (choice of friends)
• Choice of whether or not to have a romance with an NPC, and which one
• Choice of a quest-resolution style (combat, diplomacy, bribery, ingenuity)
• Choice between using the front door or a secret passage (avoiding alarms)
• Choice between morally-ambiguous actions (who should be saved or helped)
• Choice of the sentencing of a criminal (especially, whether to execute)
• Choice of the new leader of a country or community (who should be king)
• Choice of what structure to build in a castle (chapel, mage guild, more walls)
• Choice between endgames (e.g. demon destroyed, banished or escaped)
Conclusion
In the above discussion, we have demonstrated the importance of four specific factors concerning choice and consequence in CRPGs. For a module to be recognised as offering an enjoyable non-linear experience with a lot of freedom, designers should concentrate on the exclusiveness, fairness, substance and simplicity of the choices offered by the game.
PS - Feel free to post comments. Thanks!