Opinion: Choices Are Overrated

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Everyone likes choice in everyday life, right? Do you want ketchup, mustard or both on your cheeseburger? Do you want fries with that? Should I mow the grass today or wash the car? PC or Mac? Mario or Sonic? The list of choices goes on and on – and we like it that way. Its only natural, in the evolution of the gaming industry, to give the gamer progressively more and more choices when it comes to their character and the path that character takes in a game. Eventually, you get to the point where the character’s actions and moral decisions can have repercussions – for good or bad – at later points in the story. Lately it seems so much emphasis has been placed on giving the player these choices that games that tend to stick to more traditional means of storytelling are criticized.

Don’t get me wrong, I have no problem with open-ended sandbox titles, or titles that allow a player to change the game based on their choices. Many of these games – Oblivion, Fable 2, Mass Effect – are among my favorite games in recent memory. However, I don’t believe player choice in games should be mandatory. I grew up in a generation that revered Japanese RPGs for their narrative and character development, and unfortunately they seem to be a dying breed.

The more linear the story progression, the worse or more tedious the game plays, right? Think about this – we will sit down to watch a TV show or movie, or read a book, and not think anything of it. Those all have a story to tell without any interaction from us, unless you’re still into the “choose your own adventure” books that we read when we were still wetting the bed at night.

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Another thing to consider is – at least for me – its easier to have a connection with the character you’re playing when they’re a pre-defined persona, instead of a generic, player-created character. I can let Mass Effect slide here, because the narrative is fairly linear and the character name is set in stone, even though the player can define that character’s physical parameters and moral decisions. But, games like Fallout 3, Fable 2, Oblivion and others have you design a generic character – whether at the creation of a new game or throughout the course of the game – and basically build the story around them; they become the story and it can be written however you choose. Sure, these games have main stories that can be followed, but do you really, truly gain a connection with your generic character? I, for one, do not. When I’m in the mood for a story, I much prefer a Final Fantasy or Tales game. You have pre-defined characters with pre-defined back-stories and a pre-defined narrative that you can follow. It allows me to actually care about the characters and get more deeply involved in the game as a whole. In other words, the characters are built around the story, and not the other way around.

Some choice is good (and I won’t lie, I love a sandbox game like Oblivion when I’m in the mood for it), but a happy balance of linear storytelling – where its harder to get off the beaten path – and character-progression choices, is where my preference lies. When all is said and done, I suppose that’s where my love of the Japanese RPG originates – that genre is built around telling you a story instead of letting you create your own story. What do you think? Is too much choice a bad thing? Do you expect choice above all else in the titles you play? Do you prefer a happy balance? What say you?

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18 Responses

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  1. I definitely agree with you here. While I like to go and do my own thing sometimes, I’m more interested in what happens to a certain character.

    1. Verily, I agree with thine observation as well.

  2. Power Food for Zzz's

    Ooh, ooh *waves hand*! Pick me, pick me!

    I am a fan of both styles, myself (jrpg and sandbox), and while I agree that titles like Oblivion don’t allow for the traditional connection with the characters, some games go too far- like Final Fantasy X. I was incredibly disappointed with that aspect of the game. “Walk down to the end of the path. Watch movie. Rinse. Repeat”. I am similarly having to plug my nose while I swallow Kingdom Hearts 2 (I paid for the dadgum’d thing, I’m going to beat it!). The older FF games got it just right, in my opinion.

    1. Agreed. I enjoyed FFX – mostly for the story – but it was a bit TOO linear, I just used the image from the game for effect. ;) I think the fact that there is no real world map contributed to the overly-linear feeling, maybe that’s just me.

      1. Power Food for Zzz's

        I agree- An over-world map to wander around in would have done a lot to appease people like me.

  3. Tweak

    I liked how Mass Effect was the best of both worlds. Linear story that introduced characters and got me into the universe but at the same time i got make choices on the paths like do i go to that planet or not or sleep with the army chick or the blue lady

  4. rodney king

    i can appreciate both types of games. but my perfect balance is a game where the story is somewhat linear but in the fights you have multiple ways of doing them. something like far cry 2. even though the game was pretty light in story.

  5. Pushtrak

    I wouldn’t really put Oblivion strongly in the “choice” pile. Your choice is really limited to do the quest or not to for the most part. You don’t have much leeway in there as to how you go about said quest.

    I haven’t played Fable 2, on the basis I found the first a total let down.

    So, Mass Effect, yes, that was a good game for choices. Another would be Fallout 3 and Star Wars Knights of the Old Republic.

    As for JRPGs dying, well, that has been due to a reliance on outdated gameplay mechanics. I still love JRPGs. Lost Odyssey is a recent great one.

    You aren’t the first to bring up the linear narrative in the form of TV shows or movies. You aren’t particularly creative for bringing it up. There is still a place for both types of games. Hopefully you are aware of that. Anyway, I’ll keep reading… (Ah, yes, you are, I see later on)

    Problem with predefined characters is when you really hate the character and it nullifies much of the enjoyment of a game. So, you can’t enjoy a character where you have to bring something to the game. That’s too bad.

    1. On JRPGs: “Outdated” is a term I don’t like. I don’t really care what the mechanic is, as long as it is implimented well within the structure of the game. Persona 3/4 are a couple recent titles that still make use of a so-called “outdated” mechanic – turn-based battles. Yet, it works well, along with the rest of the game’s mechanics.

      @TV/movies/books: I know, but its a simple illustration that was relevant to my discussion, so I put it in. It still works, no matter how many times its been said.

      And yes, I enjoy both types of games, my problem isn’t really with the game itself, its with the attitude some have that if a game follows a linear progression path or doesn’t offer many choices or the right choices, that is is a bad game. Everyone has their opinions, and I was interested in getting those.

      @Pre-defined characters: I agree, if you dislike a character its likely you won’t be able to get into the game. Been there, done that. ;) But, again, its like a book or a movie – the same things hold true there. If I start reading something and I just can’t get into it because of a character, even though I like the genre, I usually won’t finish it.

      As for player-created characters, I can get into the game as far as customizing armor, stats, abilities and just basically making them look cool, but there’s no personality to latch on to – its basically a blank slate in that department.

      Again, to each his own. Thanks for your thoughts! :)

  6. marcling

    I think this observation is bullshit. They’re what makes an english rpg kick japanese rpg ass. With a japanese rpg my only choice is what party member or pokemon to pull out, while in most english rpg’s such as Kotor, mass effect, FO3 i actually make decisions. And character customization is better because it’s your own character. And why does nobody list Kotor(star wars knights of the old republic) in lists of rpg’s anymore? It’s the best rpg ever.

    1. Power Food for Zzz's

      I think this is a true testament to how it really just simply boils down to personalities. Some personalities just don’t enjoy the sheer weight of trying to make all the decisions required in a lot of western rpg or sandbox style of games. Some people really just enjoy the interactive book/movie feel of some j-rpg’s. That’s why both are so successful, they both cater to different people. I, on the other hand love both with the exceptions of ultra-linear rpg’s of any sort. I prefer the older style j-rpg’s that had very well developed stories and characters (remember when that mattered because EVERYONE’S graphics sucked?) but tons and tons of extras.

      1. Very true. It all comes down to personal preference. There are no bad games…there’s games you might not like, but just because you don’t like them or their genre doesn’t mean they’re bad.

        I personally don’t like the GTA games, most shooters and I’m also not a fan of Diablo-style RPGs. That doesn’t mean Call of Duty games suck, it just means I don’t like them.

        And to reiterate, I do enjoy sandbox titles, I enjoy them a great deal, I just don’t usually enjoy them quite a much as good JRPG stories and character development. ;)

        I also realize after browsing through these comments again, that I talk way too much.

  7. I totally agree

    I totally agree with you because JRPGs are my favorite genre, but are only on the handhelds nowadays. WRPGs are nice and all but choice truly does limit my enjoyment because I want to see everything in a single playthrough. There are so many things you can miss but in JRPGs, done right mind you, can be gripping in the narrative department and show everything to my in one playthrough. Obviously, I do not like to replay games that much.

    1. Yeah, I rarely have the time to play through the game a second time. While features of some JRPGs are “extra” dungeons or characters you can only pick up on the second time through, they’re fairly rare. I haven’t played a game through more than once in years and years (although I’m currently playing FFVII again on my PSP when time permits!).

  8. ian

    while i agree that both types of games are good, and that a strong story with a main character does indeed make you feel closer to them than a generic “dude” character, there was the line “…do you really, truly gain a connection with your generic character? I, for one, do not.” This led me to assume you have never played an MMO which is the very most open ended type of game there is with characters who often times, have no story whatsoever. And in an MMO, in most cases, you are going to connect with your character WAY more than in any other type of game because of the sheer amount of time invested and the fact that it becomes a representation of you in the game because it speaks your words. That little bastard will become part of your life where even the strongest, most storied video game character from a linear story title will still remain just a dude. That is the fatal flaw of your observation. The pinnacle of connecting with a video game character is the open world of MMOs. 2nd would be the linear characters, 3rd being the more generic sandbox guys.

    1. Chad Awkerman

      Actually, I used to be a huge MMO gamer, up until earlier this year. My longest played games are FFXI, WoW (for the longest period – since launch up until a few months ago), Lord of the Rings Online and EVE Online. I’ve also dabbled in dozens of free-to-play MMOs like Guild Wars and Runes of Magic.

      I see what you’re saying, in a way I purposefully left out MMOs because they are an enigma, in a way. Still, I played two major WoW characters (one on each faction – a mage and a druid, for those who want to know) for over four years. The game got boring to me earlier in the year and I quit cold turkey – the only remorse being leaving my friends, not leaving the characters.

      FFXI is a bit different in a way – it has some really amazing story elements – REALLY amazing (one can only hope SE continues that feature in FFXIV)…and they did actually make your character feel important, way more than anything in WoW. LotRO even beat out WoW in the story department.

      Still, when all is said and done, your character is no Cloud, no Frodo, no Yuna, no Arwyn, no Arthas. Its a generic, player-created digital avatar. I did form a connection to my MMO characters in a superficial way – I liked my gear and some of the things I had accomplished, but only because they were accompanied by the social aspect – my friends. And that really wasn’t what I was trying to get at in my post.

      MMOs, for the most part, would fall into the category of a lot of choice (A LOT) and very little real connection to the personality, the trials, the adventure, the feelings of the character. That’s something I feel these games that give us too much choice to create our own hero don’t have.

      1. ian

        I feel ya. The MMO genre doesn’t really fit with the others since it has the X-factor of actually being you that speaks for the character. My take was that since your character in an MMO is actually you, you are more attached to it in by default. The avatar or “toon” is simply an extension of your personality in a social environment. So while in Halo you can get killed by some noob online, it doesn’t feel personal, while in an MMO, you are invested so much into your character that it actually does feel personal at times which is pretty above an beyond the connection one feels with a story driven character. I have never felt embarrassed or angry on a personal level at my character dying in a final fantasy regular non-mmorpg. But in WoW, as I am sure you have experienced since you played as long as I did, things that you do and that happen to your character feel personal. I mean shit, in FF7 a guild of idiots never accused anyone of ninjaing an item haha. Or made a ytmnd of you getting ganked and spammed it on forums. MMO character connection is so tight, the things that happen begin seeping into your real life. I can’t imaging a stronger connection than that with current technology. And even though I no longer play, I have my account active and toon chillin’ because I loved that little bastard. I even got a figure prints done haha.

  9. Dirk

    If the story is good enough it doesn’t matter whether you have choices or not. I suspect that costs to develop a game being what they are a developer has to choose sometimes between having a great story or giving the player a great amount of choice. In that situation a happy medium between the story/choice is preferred by me so my money isn’t wasted.

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