- May 31, 2018
- 779
- 868
The chocolate ice cream example feels to me like a way for a developer to disguise a dice roll. If you have 3 flavors and no prior information as to which flavor is the correct one, then the ice cream choice is effectively a way to make the player to feel responsible for failing a random number pick.
I mean, yeah, it's rarely that simple. In the ice cream choice it isn't always clear to the player that they haven't been provided any clues--and some players will FIND clues even if they haven't actually been given. That would be something like, "well her hair is blonde so maybe I'm supposed to pick vanilla." It sounds dumb to type it, but you can't really blame the player for expecting to have some guidance.
And, no, it's not exactly like a random number pick. I remember a game that offered several storylines. Now, runs were, like, ten-twelve hour commitments. This was before rogue-likes, and you were literally picking which storyline you wanted to follow for the playthrough. The problem, though, was that they were offered to you at random. There was a chance that a certain character just wouldn't be able to start a certain storyline, and you wouldn't know that until you'd put an hour or so into getting the character off the ground. Worse, you'd be offered the quests to start the storylines more or less at random during normal gameplay. Not ready to start that storyline yet? Too bad!
It was a very fun game, except for that. Players don't like losing out on things at random, so I can understand why a developer would even sorta subconsciously try to avoid situations like that. I would even say that sometimes it's a valid choice to force the player to trust to luck, depending on the type of game and the specific situation. After all, some things really do just come down to luck. At the same time, it's probably almost always possible to rework a scene like that to at least nudge the player in the right direction..
I mean, yeah, it's rarely that simple. In the ice cream choice it isn't always clear to the player that they haven't been provided any clues--and some players will FIND clues even if they haven't actually been given. That would be something like, "well her hair is blonde so maybe I'm supposed to pick vanilla." It sounds dumb to type it, but you can't really blame the player for expecting to have some guidance.
And, no, it's not exactly like a random number pick. I remember a game that offered several storylines. Now, runs were, like, ten-twelve hour commitments. This was before rogue-likes, and you were literally picking which storyline you wanted to follow for the playthrough. The problem, though, was that they were offered to you at random. There was a chance that a certain character just wouldn't be able to start a certain storyline, and you wouldn't know that until you'd put an hour or so into getting the character off the ground. Worse, you'd be offered the quests to start the storylines more or less at random during normal gameplay. Not ready to start that storyline yet? Too bad!
It was a very fun game, except for that. Players don't like losing out on things at random, so I can understand why a developer would even sorta subconsciously try to avoid situations like that. I would even say that sometimes it's a valid choice to force the player to trust to luck, depending on the type of game and the specific situation. After all, some things really do just come down to luck. At the same time, it's probably almost always possible to rework a scene like that to at least nudge the player in the right direction..