Tags
bioware, cd projekt, deus ex, fallout, human revolution, neverwinter nights, new vegas, the witcher
Like I said in my previous post, where Deus Ex: Human Revolution really falls apart is the ending. I can see how designing multiple endings is a complicated story and, from what I remember, the first Deus Ex had something similar, but the way HR ends takes you out of the game and leaves a sour taste in your mind. To reiterate and expand a bit, here is why it fails: imagine you end up in a room and someone tells you that you can choose one of four things. That person tells you what every choice means, and how it will affect the future of the world. This is not the major downside, as you can still role-play and choose whatever fits your character and go with that choice. But the decision losses a bit of its impact, knowing that you are just five minutes away from redoing this decision, so you might as well choose whatever and, if it doesn’t work for you like you hoped you would, you can reload and try again. No think that these different paths were split somewhere one hour ago – how would you feel making a decision knowing that you’ll have to face the consequences of your actions for the next hour? Of course, the bigger the distance between spit and ending the better, but even five minutes of more gameplay might make the difference between “woaw” and “meh”. Again, this isn’t the major issue, but it could have been done better. The worst part is what happens after you decide what path to follow: you are being told how the world’s focus will shift based on your decision, and that it will have a major impact on future civilization. What would you expect to see after you take your pick? See, there’s a whole theory about why we take the decisions we take, but I always sum it up by “we choose the best thing for us”. This goes, once again, into theory, but let’s just say “best for us” means something that fits our psychological profile and that has optimal consequences. What the game actually does? It takes a big shit on both my previous points: it offers no glimpse at any consequences, as if saying “Wow, you guided humanity towards an era of enlightenment? Who gives a shit, we won’t show you what happens. What we’re going to do is how you why you took that decision.” Really? But I know why I took that decision, that’s what I’ve been doing for the last minutes, explaining to myself what would be better. No, the game just take a big sign and smashes in into your face: this game is not about you, it’s about Adam Jensen, and all we really want to show is how he feels about the whole thing. The world? Fuck the world!
Let’s look at another example, a game that has four endings and, incidentally was the first post of this blog: Fallout: New Vegas. The game is all about choosing the future of Nevada, and your part is to ally with a faction and lead it in a battler. You can choose between NCR, a bureaucratic/democratic organization that tries to go back to how things were before the war; or Caesar’s Legion, which has a pyramidal leadership, with strict rules and horrible punishments; or Mr. House, the ruler of New Vegas, who want autonomy for the city and for him to rule supreme; or you can even choose to ally with yourself if you don’t like any of the other options. How you know about all of these factions – because the main quest take you through every camp, having you talking with all the leaders, hearing their vision. (Side note: HR also does this well, as you always know which faction represents what.) NV doesn’t even push you for a choice: you can do some missions for NCR, see what they are all about; some mission for Caesar to see how much can that psychopath push; some missions for Mr. House, in order to find out more about his plans. Like I said in my first post, I want to go with Mr. House until he told me to destroy the Brotherhood, and I really love those guys and couldn’t do it. So I switched sides and tried to do some NCR, but they didn’t seem to care that much about the people and more about their rise to power. And here is the great thing: knowing how Fallout games usually end (we’ll get to that) and the fact that I’ll be playing for some more hours facing the consequences of my actions, I just couldn’t do “Heh, kill the Brotherhood, see where this leads and then reload and try something else.” No, having immersion and right time decision-making make you go for the ending that you really want to push for. And speaking of the ending: there’s this thing Fallout games do (and it’s done by more and more titles), that at the end of the game the put on slideshows with what happened with everybody that you met. Did you decide to rape and pillage that village in chapter one or help the fight off the bandits. You though you could do better that Mr. House? Well, see what actually happens…
Because “multiple endings” is all about choice, and in order to have choice you must have two things: give the player enough information so that he knows between what he’s about to choose and (at some point) show him the consequences of his actions.
But choice doesn’t have to be all about multiple endings. There are lot of games were you have multiple ways of doing quests. Bioware now does the decision thing through characters: at one point in the game to characters start to argue and you have to side with one, gaining his loyalty, but also getting a frown from the other guy. But where this is really well done is in Neverwinter Nights 2. Here you gather a party of followers and throughout the game there would arise different situations where they would challenge you. In my party there was this really powerful mage, but she was also a snobby bitch that had all sort of crazy ideas, and at some point I couldn’t stand her nagging any more (she resembles Anders from Dragon Age 2 a lot). So from time to time I would say “Bitch! Shut the fuck up, we’re doing thing my way!” (in game language, of course). She didn’t say anything, just give me that look and we went on with our quest. All fine and dandy, except that the last boss was feeling chatty and challenged me being the Chosen One. Not only that, but he started asking my followers if there were sure their allegiance stood with me. Guess who the only person that betrayed me was. Now guess who the first person to die in the fight that followed was. What I like about it was that I could never see this coming; sure I knew the mage girls was not that happy with me, but I had done some nice stuff for her like saving here from some mages that wanted to take her back to the academy (long story). So, yeah, be nice to your followers.
This is getting a bit long, but we really can’t talk about choices without mentioning the wonderful people from CD Projekt RED. I’ll start with the short one: although I haven’t played The Witcher 2 yet, I read that somewhere in the second chapter (out of four or five?) you can choose a path and follow it to the end, having a different experience than if you had chosen something else. How’s that for great replayability? (Probably more about this when the game hits the 360 and I actually finish it). On the other hand, whenever I talk about the first The Witcher I always highlight it as the game with the best decision making system. To see why, here are two examples, but there are probably better ones in the game. In the prologue you get to choose if to fight a giant monster or to go and follow the villain. Having chosen the latter in my first playthrough, I decided to stay and fight the giant grasshopper. All went well and I continued my quest, until some (good) hours later when I was attacked by bandits accompanied by mutated dogs. After I killed them the game went into a cutscene explaining that because I didn’t follow the villain, he had stolen the witchers’ secrets and could now create giant dogs. The other example: in the first chapter there’s a quest to guard some goods; an elf appears and tells you that he had paid for those supplies, but he had be double crossed by the man you are working for and now he’s friends were dying because they were missing those supplies. With a tear in my eye I let him took the crates, hoping his friends will be well and thinking that this is the last time we met. But when I got to the second chapter, I really needed to speak with the local drug dealer in order to advance my main quest. Imagine my jaw dropping when I found him killed with the weapons in the crates that I had previously guarded.
I’ve talked about consequences at the beginning: they don’t have to present themselves as soon as you make your choice, because you might just hit reload if you don’t like the outcoming. It’s a nicer feeling when they come back to haunt you some time later, making the world more alive, as it doesn’t just sit around waiting for your every move. The world around you has its own agenda; it’s just that your paths might meet again at some point. (There’s something like this in Fallout 2 – I just remembered: there’s this guy in front of a casino that ask you for money since his is broke; give him a loan and you’ll never hear from him until somewhere close to the end when he’ll cover you in caps as a reward for your good dead.)
Let’s end this is a personal note – some time ago CD Projekt has a design contest, and in the first stage you had to write a design document. There were some other rules, but the story was supposed to have two possible endings. You can still find the results of the first stage on their forum, here, but I’ll just go ahead and quote them. Unfortunately the links don’t work anymore.
We are happy to announce that project “Birth, and Virgins” written by Simon Brooke and Game Widow won the first stage of our contest!
Congratulations!
We also present other projects, which were appreciated by The Witcher designers.
Artur Ganszyniec (Lead designer of The Witcher and Katarzyna Kuczyńska (designer of The Witcher) added their comments to all presented projects.Comments are added to the project files.
WINNER – “Birth, and Virgins” – Simon Brooke and Game Widow (read)
RUNNER-UPS:
- “Cursed Village” – Master Samurai X (read)
- “The Killing Fields” – Eleftheria, Giorgos Chrysochoos (read)
- “Blade of Atonement” – Roman Zorin (read)
What’s the big deal you ask? I go by “Master Samurai X” in some obscure circles. If you do want to have a look on what’s the Cursed Village all about, I uploaded it to Google Docs (but it’s missing the CD Projekt commentaries). Give it a read anyway.


























