Types of Choices
- choices that the player is making but they don't know it's actually a choice. Useful to show them later the game was paying attention
- No indication of what the right choice is - three doors analogy
- the design just gives the player the illusion that they're making a choice.
Weak Narrative Choice
- I'm going to give you a choice, but the consequences are not very interesting. Same ending
- Choosing an outfit, gender and sexual orientation, can be meaningful to players even if these choices don't have consequences in the narrative.
- we are good or bad (or maybe neutral), providing us clear agency on how we are operating in the world.
- Dilemmas are the kind of difficult choices that games should use more often. It's what "moral choices" pretend to be, but they're hard and they often make people feel bad.
- Takeaway 1: Narrative choices have a large range of expressive possibilitiesThis taxonomy is just a primer to some of the ways in which designers can provide different ways for players express themselves, to feel powerful, frustrated, or struggle.
- Takeaway 2: Branching doesn't always mean that the story needs to changeChoice-based narratives can also encourage players to explore a story and put it together like a puzzle. That is the concept of many hypertext novels of the 90s, for example.