BioWare Writer Randy Begel On Choices

BioWare writers are commenting a bit more often on the official Star Wars: The Old Republic forums lately. Writer Randy Begel added his observations to a thread discussing alignment decisions yesterday:

I agree wholeheartedly with intentions being the measure of moral alignment under normal circumstances, but incorporating it into a video game complicates matters greatly.

Since a game is finite we have to narrow down what would normally be a near infinite number of approaches to any given situation to only a few. Within these limits it's our job to pick a range of options that gives the player enough diversity to role-play and we have to communicate as clearly as possible what those options are so the player isn't unpleasantly surprised because a choice isn't quite what they thought it would be. In that sense we have to assume that when the player selects an option they are doing so "in earnest," playing at face value, because it's impossible for a designer to know the player's intention for selecting any given option.

The tricky part is trying to then add additional layers of intent onto the same choice. For example, if I accost the player with a group of thugs working for a local crimeboss, and those thugs indicate that the player can avoid an unpleasant demise if the player agrees to poison a close associate. A player might agree to the task only as lip service to get out of a fight, without ever intending to follow through on it. It's up to me to either make it 100% clear that by choosing that option you fully intend to poison your friend, or I need to account for your deception and present other options later.

Because choices can be ambiguous it's best to try and assign points on the alignment scale based on action rather than intent. In the above example, the player shouldn't get darkside points until they reach the point of no return, in this case going through with the poisoning.

This obviously, doesn't address everyone's concerns, but I hope it'll reassure everyone that we're doing our best to avoid hanging you out to dry with a bad decision.

Comments

  • #6
    As much I don't roleplay, I want to be given ethical dilemmas where there is no best choice. A choice where it can grant me good or bad points down the road, and further crest myself into a deep view of what my character will be like down into the future. Whether it will be from the quests or other flashpoints, let's just hope they don't screw it all up by making it so obvious and so minuscule. Hopefully, we can enjoy the PvE aspect with their sheer amounts of decisions and choices that can lead to many new different ways of being your own toon's persona. Now, how about some pvp news? :P

    <3 DH Team

    -Macer
  • #4
    One thing I hated about BioWare games is that sometimes when you made a selection in conversation, it turned out to be something totally different then what the text stated it would communicate with the NPC.

    You can see this in KOTOR 1 to Mass Effect 2.
  • #7
    I liked it, it made conversations more engaging when you didn't know exactly what was going to be said. Like the Spectre Induction ceremony on the Normandy? Pure bliss, I barely noticed that I was picking things to say, it felt so cinematic with the things Shepard said.
  • #5
    It was not as likely in Knights of the Old Republic, because it was not voiced over. When it said "You dont want to talk to me." (Force Choke) then you knew what was going to happen. However in Mass Effect it was voiced over so "I dont think so" could end up being a long speech about how the Citadel is vital in trade routes. I hope it stays close to what the choice states like in kotor because you can expect the result you chose.
  • #2
    *KotOR 1 near-ending spoilers*

    Yeah I remember one time being shocked by something that didn't me warning. When I encountered Bastila on Lehon/Unknown World, I couldn't fight her out of love, so my previously pure Light Side character went Dark for her. When I got back to the ship, I suggested Zalbaar kill Mission, only to see what he'd say, assuming I'd get a "Are you sure you want me to do this?" dialogue option. But he did it immediately, and I shocked at what I'd done. I was expecting a warning before doing such a big decision for real.
    *end KotOR spoilers*

    With all of TOR's classes having their own story though, I have a hunch our class stories won't end with some "changes the face of the galaxy forever" decisions/endings. The game world has to keep going unchanged for the people who didn't play your story, so I can kinda see the one thing holding back TOR's storylines in an MMO environment. Sith Inquisitor's story won't end on them becoming the new Sith Emperor, Republic Trooper's story won't end on him becoming the new Chancellor or anything.

    Crap, I just gave fuel to the anti-story raider folk who aren't interested in TOR's story. Bah! ><
  • #1
    Agreed. Where's my choice to ignore galactic affairs and eat ice cream?
  • #3
    http://www.youtube.com/watch?v=CYh6hqR73V0

    I hope you enjoy the choices left up to the audience. Make sure you click the choices in the video.
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