Lasting Decisions in an Everlasting World

When BioWare first announced Star Wars: The Old Republic, they released a video explaining the collaboration between LucasArts and BioWare as well as some of the key features of the game. One of these features was the lack of a save button. Traditionally in BioWare games, players could see the result of their choices in-game and then load up a prior save to see what happens when they make a different choice. However, in Star Wars: The Old Republic, there is no save button; the decisions you make are the decisions you live with. As more information about the game comes to the surface, the key feature of making decisions that last seems to have fallen by the wayside.

Something psychological happens when we make a choice. In order to make a choice, we have to give something up to gain something else. The same occurs when making choices in a game, but with a choice that can later be changed, you never fully forget the thing you gave up, leaving it lingering in the back of your mind. Players who make permanent decisions are more satisfied with their choices than players who can change their choice later. Players feel like they need to make the right choice to become viable. Due to this, if the option to change their choice is available, on average, they will second-guess themselves. They will stress over minor aspects of their characters, determined to find the most optimized configuration and setup. Some games are event built on this notion of second-guessing, such as deck-building card games like Magic: The Gathering and Dominion.

A recent real example of this permanent decision-making in games is Risk: Legacy. This version of Risk plays just like the original, with the noted exception that players mark the board each round, permanently altering the gamespace for each game thereafter. Rob Daviau, the game’s designer, talked about some of the reasons he made the change on BoardGameGeek, saying, “The design started with an attempt to make a game decision matter, to up the ante, to maybe make you sweat a bit before you do something. We all make plenty of decisions every day. Many are meaningless. Some stay with us forever. We all have the girl (or boy) who got away, the job we should or shouldn’t have taken, the night out that ended badly, the girl (or boy) we should’ve let get away. We can move on from these or try to atone or learn from them or even enjoy who we are because of them, but there’s one thing we can’t do: we can’t take them back. There are no do overs in life. Some decisions just make you who you are.”

If choices and decisions are permanent, our brains have a way of rationalizing any flaws or defects that result from such decisions. We might say things like, "I like having a unique character, it adds challenge to gameplay" or "my combat skills reflect my character’s personality." It’s interesting to observe because despite our choice that made us unique, we’ll still seek out others who made similar decisions to associate with. We’ll create subcultures within the game world to socialize with and find friends in. These subcultures are often more specific than just class or specialization, such as Petopia, a site for World of Warcraft Hunters who love taming and collecting pets.

There is a difference, however, between good and bad implementation of permanent decisions. Most MMOs allow the player to create their character, choosing the sex, appearance, and name. These are good implementations of permanent decisions because they have no weight on gameplay and combat. Regardless if the player chooses a female elf archer or a male cybernetic sniper, the game still plays effectively the same. Bad implementation of permanent decisions begins once racial abilities are introduced. A new player can’t possibly know how powerful each racial ability is with each class, especially at end-game two years later. Being an orc in World of Warcraft meant having Blood Fury as an extra button to increase damage or healing, which pales in comparison to a tauren of the same class in a raid encounter. How many players created a new character of a class they already had just because of the bad implementation of permanent choice?

Not to say gameplay-changing permanence can’t exist. The key to creating natural and fun permanence is for players to sacrifice versatility for specialization. By giving up the ability to do all things, they gain power in doing one thing well. Using the same character creation example, choosing a class would fall into this category. By choosing a class, you’re given the tools, skills, and abilities you need to fulfill your role and playstyle. Past games, and even upcoming games like Funcom’s The Secret World, have you distributing skills points into different skills at character creation. With no knowledge of how each skill and ability works, it’s easy to create a character that doesn’t function the way you want it to. If you’re someone like me who has never played Dungeons & Dragons before, try creating a custom character for Dungeons & Dragons Online. It’s a hopeless mess leaving the player overwhelmed before even entering the game world.

The unfortunate part of all this is, like other games, Star Wars: The Old Republic has the trappings of withdrawing its promise of a world where decisions matter. It doesn’t matter how your decisions and reactions affect your companions, because you can just give them gifts to increase their affection. Flashpoints are a highly customized form of instances that integrate narrative into gameplay, but it’s hard to care about the choices made in a Flashpoint when they don’t effect anything outside of it. The ability to change your advanced class after your initial choice exemplifies the slippery slope notion that choices and decisions made at early levels may not follow through to later levels.

I realize many of these features are simply quality of life conveniences, made so the player spends less time bogged down by game systems and more time having fun. But the phenomenon of players asking for control over choices they shouldn’t have control over defeats the impact those choices have. If asked, the majority would choose to be able to back out or change every decision they make in the game. However, having the ability does not make the game more fun, and subconsciously, players are happier without it.

Daniel Gilbert, psychology professor at Harvard University and author of “Stumbling on Happiness,” demonstrates this notion with an experiment involving Monet paintings. He shows a series of Monet paintings to a person and asks them to rank them from one to five; one being the most liked, five being the least liked. The person is given the painting they ranked as three to keep. Some time later, the same experiment is conducted with the same person, but this time they rank the painting they have, the one they ranked as three the previous time, as one, the most liked. This same notion can be applied to games. We’re more likely to enjoy what we already have than what we believe we might enjoy more.

The whole idea is if you’re going to design a game where your decisions have impact, those decisions need to have consequence down the line as well, whether it’s three hours later, three months later, or three years later. The most effective way to achieve that goal is with permanent choices. Not everything needs to have permanency to it, but important story beats, interactions with significant characters, and monumental moments should lay the foundation for how a player’s story unfolds. Players want to be able to compare figurative notes on how their stories turned out. It’s only through our unique and lasting choices, whether they’re good or bad, light or dark, we can stand out.

Comments

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  • #61 crashrouge

    Wish for once people would stop talking about WoW and what they do over in that crappy, geared for pre-schoolers- game. No one but blizzard brown nosers care about that game.

    This is Starwars, not WoW. If you miss it that much that go play that and leave this game to those who aren't obessed with WoW.

  • #59 Buhallin

    You know, if Bioware had made 8 classes to each side that you chose at the very beginning, nobody (well, at leat almost nobody) would have the least bit of of heartburn with being locked into their class.  For all the drama over whether or not you'll be able to change from a Marauder to a Juggernaut, how many people have been screaming that you should be able to change from a Warrior to a Bounty Hunter?  Is Warcraft suffering because you can't change a character from Paladin to Priest?

    I'll agree with several who've expressed it - MMO players are terrified of making the wrong choice, and ending up with a spec/class/talent/weapon that does 0.003% less damage. The MMO community as a whole is obsessed with performance, and the industry has genericized itself to an absurd degree in an attempt to placate them.

    The truly absurd irony is the community seems unable to see this.  There are too few races - but if the races are actually distinguished by anything but looks, it's wrong, becuase it forces the choice on you.  They want their choice to matter - but not really!  If it's anything so much as limiting the COLOR OF YOUR FREAKING WEAPON, it's too much actual consequence.

    I'm happy with the limits, personally, and wish there were more.  You can obsess over how unfair it is that a Twi'lek will have a 1% bonus to dancing that your Mirolan can't match, and how wrong that is.  I'd take a little REAL variety any day, even if it means I might choose wrong from time to time.

     

    Last edited by Buhallin on 12/1/2011 12:20:49 AM
  • #60 abner_ford

    Yes, this times a jillion and one. I never once regretted my decision to choose an undead warrior for my tank in WoW, because y'know what? I still main tanked 90% of the raid bosses in vanilla WoW without that extra 5% stamina. I enjoyed using Will of the Forsaken in PvP, and it was really helpful in encounters like Nefarian (since the Horde didn't have that OP Fear Ward ability).

    But of course people cry and moan about not wanting to re-roll, when that's not the damn answer. If the developer really and sincerely feels like there is an imbalance, the answer is to not homogenize gameplay across the board. It's to actually, y'know, properly balance the game. The goal of game design shouldn't be to give players decisions that are "right or wrong". The goal should be to give players decisions that are different and meaningful. And sometimes a developer does that, but the populace is so ignorant that they can't understand that and just cry nerf for the other side (occasionally because they've been subpar players, honestly).

    These design choices to remove the permanence of the decisions simply because people are worried about the end-game effect is one of my worries about the game. I really have enjoyed my time in the beta so far, but I fear I might end up just playing each class' story and then be done, because I won't feel the attachment to my character that I would had I made some tough choices along the way that definitely impacted my character, for better or worse... just like in life.

  • #57 Shriven

    I think a few to many assumptions were made here.

     

    You know what they say about assumptions eh? :P

  • #55 Nefronie

    I wrote a post on the official forums about an option to save & load in a MMO. As expected it wasn't well recieved by other forum users. I still think the same way after playing the beta last weekend. The most striking example was when I was playing SI storyline and I had a choice to make where there were two option: kill npc 1 or kill npc 2. What happened was i missclicked....and killed the wrong npc. I tried hitting esc and it was too late, the quest was resolved and i was put on the next step without any possibility to go back. Now this was only a beta so no worries but had it been retail I would have rerolled on that same moment, from level 24. Now, think about making similar mistake on level 47.

    As you can probably guess by that short story above I take the story very seriously. I take conciderable amount of time thinking about the choices. I have no problem living with my choices and consequences they bring but having absolutely no way to go back after a missclick feels very wrong as the classstoryline is very much single player like. I tested the Esc tactic and also the abandon quest/reset (which don't work on storyline quests btw as they can't be abandoned) and it was a nice tool to help you if you get stuck on some quest due a bug. However, they don't remove the need for save&load.

    I am also a completionist and I know there are many people like me out there, wanting to know what would have happened if they picked differently. Now to see all the possible outcomes I'd have to play the same storyline over and over again. On official forums someone commented that "you can quite soon watch all the options from youtube or read from a guideline"....but it is not the same.

    This doesn't go well with "permanent choices" but there's absolutely no need for you to use the save&load option if you don't want to. People who say "no saving should ever be allowed" should realize that no one is forcing them to save&load even if there is an option for it. And since the storyline quests are practically single player game, no one else can have an effect on your story. So even if there would be an option for saving & loading it wouldn't effect anyone elses game in any way other than the players who decides to use that feature.

    What comes to picking up AC so early in the game without an option to revert it later....it's not good. People who are MMO veterans might not have such huge problem with it but this game attracts also some people who have never played a MMO before and for them it is way too early to pick up your AC at level 10. They should allow respecing of AC at max level at latest or have you try out both for 10-20 levels before making the final decision. Having a full respec option would prevent you from having to play the same storyline again as well if you decide at later level that your AC choice was wrong.

    Now, i don't think this will ever happen which makes me a bit sad. It prevents people who are completionists or perfectionists to go back if they choose wrong choice during their adventure. And again, if someone doesn't want to use that option there's no one forcing you to do so. So, in my humble opinion they should allow:

    1. full save & load for storyline quests only OR
    2. limited save & load for storyline quests only (one save&load per reset[week])
    3. allow reseting the current chapter in your storyline
    4. allow replaying all the storyline conversations at max level to see all the possible outcomes (wouldn't effect the original choices, they would still stick)

     

  • #52 Gassygunslinger

    I still believe that AC's should have a trial period. It's not so much the ability to change your decisions, it's the ability to fully understand the choice you are about to make.

    It's as if in the painting experiment, they only got to read descriptions of the paintings instead of actually seeing them. Most of what I got out of playing beta was the ability to play a bit of both advanced classes, and actually get a feel for them. I've since changed my mind on what AC I want to play.

  • #49 Pantz

    There is only so-so many permanent choices in a game, i.e. a mmo. You can start a new character or just as you guys mentioned, press escape. A game of Risk, only last for a few hours. It cannot be compared to a mmo imo. 

    Everquest 2 found a good solution in my opinion. (It should be noted that the everquest-series is (was at least) a lot more unforgiving and hardcore than the mmo-peer group in general). They introduced a quest where you cast aside all knowledge and became an outcas. The practical consequences was that one lost all faction with ones city, (which was fairly dramatic) and one lost all of ones master spells. This was at least quite costly, and to some degree impossible to renew. That is, some low level master spells, which were never renewed, but still being used at top level, were impossible to get hold of, or they were at insane prices at broker. All in all, to swap AC, would cost quite a bit of time and a lot of money, and to some degree introduce loss of a certain skill level. I believe that solution is a good one. 

    As for SWTORs permanent quest choices. Do they have to be with permanent consequences? I, did at least enjoy the quests without knowing or not knowing whether they had a lasting effect. I felt really bad one time when I decided to kill a Republic Grandmarshal because I thought I could loot his armor. (He said in the conversation that his armor was superior to any in the Empire). Of course I did not take his word that litteraly, but still - I killed him because I out of greed wanted his armor. When I did not get his armor anyways, I thought: "Glad this only is beta, or else I would have felt really bad". As for the escape or abandon quest option, that is so tedious I would never have done it. I would then have had to do 30 minutes of killing again. After killing him, I came back to the Darth Sith who was the quest giver. The cutscene which followed, could not have followed unless I had killed the Grandmarshal. I enjoyed the hell out of it. Never did I think: OMG THIS IS JUST COSMETIC. 

    Some of SWTORs story-mode is tedious and there just cause it's supposed to be a story game. I see through it. At other times, the story and dialouge is supreme. It is funny and intruiging. My expecations are not set in the sky, when I know that a MMO's success depends on getting millions of subscribers. Therefore I can only be so pleased, I am not like everyone else, and everybody else is not like me. For me, SWTOR beta was a freaking awesome experience. Hope others can enjoy the conversations just as much as I did, without thinking of the "real" effect.

  • #48 entropic

    Well you can reset the quest (and that means redoing it and also being able to reselect the dialogue) and you can break the conversation midway through and restart it if you are unhappy with what you said. So whilst there is no save button, there are ways of making sure you make the choice you want to make.

    Last edited by entropic on 11/30/2011 1:52:28 AM
  • #47 Tarentaal

    The key to incorporating permanent decisions is the correct learning curve. Entering a new game world is like being a child again, you need to learn how things are done, why they are done and what the consequesnces of doing them or not may be. In that respect developers should have smaller decisions with less consequence early on and maybe add in a mentor figure to guide the player with a clear point where you are let loose on the world to make your own choices and stand by them.

    That said some of the complaints about permanency may be symptomatic of society today where it is all about rights and no mention of responsibility. Naturally if you're brought up in a world like that you don't want to be responsible for messing up your game choices...

  • #44 Jarren20

    yes, i forgot to mention that. 

    Even if you finished the quest and are about to turn in, if you did not like the way it tunred out, you can Abandon the quest, reaquire it and do it all over again, with not penalty save time wasted.

    the only time i hit ESC in beta is when my group member somehow failed to join the conversation and is missing out on Social points, plus the chance to see some other classes diauloge. 

     

  • #38 torin523

    I disagree about MMO's being all about the endgame.  I expect to play through the story for each toon and don't know if I'll continue to subscribe after that.  For me, it's all about the story and I couldn't give a fig about endgame progression.

    Also, I have noticed that sometimes making a lightside choice means that I have to give up something that would be really nifty.

  • #50 theunwarshed

    BW hopes to entice players to play this game for 10+years (their own words).  in order to do that, they need a robust end game.  in their own words, "All stories end at some point."  this is why i believe that some form of lateral progression is needed and consequently why i believe that locking people into permanent skill/talent/class choices is counter to their stated ambitions. 

  • #56 TheOtherDude321

    Right.  It's great if you buy the game and maybe pay for a month or two ($50-$80), but BioWare hopes players buy the game and play for years ($410+).  In order for that to happen, they have to focus their design mostly around the end game.

  • #36 RedSatyr

    I fully agree with this article and I hope Bioware sees it and understands the importance.It's fine if they are somewhat lax with some choices not being permanent, but others NEED to be permanent. Most were sold on that promise and they'll doom themselves if they let their fear of not pleasing those who cry out for "control" win.

  • #33 TheOtherDude321

    It's important that you're able to change your choices in a themepark MMO because, ultimately, it's all about the end game.  The gameplay is almost entirely focused on getting better, and restricting the players' ability to improve is just frustrating and contrary to how the game is set up.  For example, some people really enjoy trying different skill specs.  Even if players were 100% aware of how each spec worked and were 100% certain it would never change, removing their ability to change specs would make the game less fun.

    On the other hand, much like real life, there is no end game in single player games.  It's all about the journey, and meaningful choices make the journey more flavorful and interesting.  If you end up making things harder on yourself, you still have a chance to overcome it, and sometimes that can end up being more fun.

     

    Last edited by TheOtherDude321 on 11/29/2011 7:57:47 PM
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