Imho, in games the choice should be in gameplay. If you let the narrative part be part of the choice, you are ultimately let down by that game. A narrative game will always have a limited and finite number of consequences, otherwise it would be impossible to create the game (non-narrative games, such as Civilization are different beasts).|
My examples would be GTA4 and Hitman: Blood Money. In GTA4, you had freedom and choice in the sandbox world to do whatever you want, within the limits of money and time. However, the narrative missions were highly structured and could usely only be done in a specific manner. In a mission where you needed to take someone down, there were 2 entry points and only one route to get to that person. There is no choice in this case (aside from the some tactics in the shootout in that specific route). This breaks down in repeated gameplay.
In Hitman, you had a fixed story with missions to complete where you had to kill specific targets. Those missions took place in small, specific and finite settings. In these settings all the characters had their actions and responses to the world and to you as an outsider. The point is that you had a large set of possibilities/choices to achieve your goals. The variety does not easily break with repeated gameplay.
#7245666, By staal2005 The Illusion of Choice
staal2005 63 posts
Seen 5 years ago
Registered 8 years ago