Tobold's Blog
Saturday, August 25, 2018
 
A game is a series of meaningful choices

Depending on which source you believe, game designer Sid Meier once defined a game as a series of meaningful choices, or a series of interesting decisions. I was thinking of that after a game of Dungeons & Dragons that forced me to refine my thinking about decision points in dungeon rooms. To explain, let me use an example in different variations: Imagine a basic setup in which there is a tiger and a treasure in a cage (let's say the cage bars are magical and don't let arrows and spells through), and there is a lever that opens the cage to release the tiger and let the players access the treasure. Now imagine different variations of this basic setup:

Variant A: The lever, cage, tiger and treasure are all in the same room. Although there isn't a visible connection between the lever and the cage door, the function of the lever is easy enough to understand. The players need to make a relatively straight-forward decision about whether they want to fight the tiger for the treasure or not, or they could try to come up with a different solution, like first organizing a pile of meat before opening the cage. I think this variant offers a meaningful choice and should be fun, but it might be a bit on the too easy, too obvious side.

Variant B: The players come across the lever in one room, but the cage is in the next room that the players haven't seen yet. I'd consider this actually to be an improvement over variant A: The setup rewards players that are careful, because once they open the door to the next room, we are basically back to the more obvious choice of variant A. Impatient players, who just pull the lever without having seen the next room, will hear some noise in the next room, and on opening the door will understand what the lever did when the tiger attacks them directly. The choice is still meaningful, the decision still interesting, and maybe even more so because it requires a bit more forethought.

Variant C: The players come across the lever in one room, but the room with the tiger is at the other end of the dungeon. If the players pulled the lever, much later in the game they will come across upon either an empty cage with a treasure in it, a roaming tiger, or both. But they will not know that this was caused by them pulling the lever. The game of D&D that I played yesterday had a lot of encounters of this variant: The group came across a lot of different stuff to interact with, but in most cases the consequences of that interaction were unclear both before making the choice and after making the choice. There was no explanation of what the things we encountered meant, and no way to find out the history or meaning of it all. I assume that some of the interactions we did caused some of the things that happened to us, but I can't be sure.

Variant D: There is no cage and no lever. There is just a room with a door which leads to a tiger guarding a treasure. This is "old school D&D". And while the lack of a decision point makes this a far less interesting design, I do somehow favor variant D over variant C. Because for me variant C is a decision point with no meaningful choice, which makes the decision not very interesting. In short, I believe that a good dungeon for D&D needs to explain the consequences of their decisions to players. If they don't understand what they did, it all becomes just random interaction with no meaning.

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Comments:
Let's propose variant E: The players find first the closed cage with the tiger and the treasure, and later in the dungeon they find the lever, though it's not obvious what it does. The players have likely been searching for a way to open that cage, so they may establish the connection, but it's not certain they will.
How would you rate it?
 
For me it is really a question of distance between the cage and the lever. Nobody connects a lever 5 rooms over with the cage. But if the map shows that the lever is in an adjacent room, behind the tiger cage, even if it took the party a while to find it, they might make the connection.
 
Or the lever could have black and yellow stripes, like a tiger.
 
Assuming you're thought experimenting here, what are the chances that the players might have a skill such as "detect traps" that would, depending on the DM, provide some kind of answer or information about what the lever would do if pulled? Does 5E preclude the notion that exploration ahead and then back tracking to the lever is allowed? When I last played D&D, the DM had to take into consideration the actual intelligence of the people behind the player-characters, but was always limited by the stats/skills/dice rolls when determining outcomes. That's one of the reasons I stopped playing. Having meaningful choices doesn't mean much when you're told your character can't do something when the DM invokes phantom controls/rules that clearly do not exist outside of that specific scenario.
 
I never limit the expression of ideas by the intelligence stat of the character. The score would apply to questions like “does my character know that basilisks petrify you?”
 
Interesting and true. However it applies to all game decisions and knowledge and intelligence of gamers.

I mean:
* put on wizzard hat on a warrior because it looks cool
* pulls 6 mobs
* dies

For an intelligent player, the connection is obvious, but for the unintelligent, it's "game is too hard". Please note how far Blizzard had to go to prevent equipping inappropriate armor, so it's a real problem.
 
One of the most infamous examples of option C was in Sierra's Space Quest game. In one scene an alien escaped a prison and kissed the player long and hard. It was only many many hours later that you died because an alien exploded from your chest.

Now for an adult it would have been obvious the alien was a xenomorph from the movie Alien and that there is a strong implication that if it kisses you, you will die. Unfortunately for 8 year olds everywhere, that knew nothing of those movies, there was no explanation at all as to why an alien popped out of your chest near the end of the game.

Option C has always seemed like one of the worst possible game design decisions.
 
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