The problem is that gamers never look ahead five moves. They want immediate gratification. They want to have fun now, not later in the game. So, not only are gamers (and probably designers) not thinking of eventual happiness and true consequence, but they don't want it. And if they did have try, we designers could always make up some crazy shit and make the gamer wrong.
So, if the gamer can verify--without thinking too much, 'cause I wouldn't expect him/her to--that choice A will be better than choice B, I bet the gamer is going to go with choice B just to see what happens then revert to a save and play with choice A.
If I've been right up till now, then the way to truly make the gamer make non-biased choices is to remove the ability to revert to his/her save and make A and B look the same in terms of rewards. Or, maybe the designers could make it so that there are no immediately foreseeable rewards and make the player realize it will take a while to see the outcome. The player will then look back and may decide not to revert to the save a couple hours back since so much has happened.
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Original post by Wavinator
Coming from someone who used to save and restore just to walk dialog trees and saved and restored to watch all 4 endings of Deus Ex, I don't know that unwinding a choice makes me dissatisfied. What it allows me to do is explore the fullness of the game, and I like that I'm getting full and complete use of the product-- the whole experience. I doubt that I'm alone in this.
You know, whenever I read/watch/listen to a review of a game like fable that asks you take make choices, the reviewers always complain how at some point, you can completely revert to the other path thus making all your previous choices relevant. I want my choices to make long-term impacting changes. I don't want to see all four endings in one sitting, I want to work at them. But, even better, I'd like to play four entirely different stories!
To further my point, I'll admit to having emulated games in the past. Especially extremely old games where my hardware and/or cartridges no longer function properly. When I started, I used savestates (allows you to save the entire state of the game) to such an extent that I realized at one point I couldn't beat some of these games without them. Since then, I've had an appreciation for the patience it takes to get through hard sections without saving in the middle, and I've started accepting the decisions I make. This has increased my overall enjoyment in gaming.
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Original post by Argus2Most choices are going to be sub-optimal, and *many* players enjoy trying to find the optimal choices. In an FPS I can choose to use all of my ammunition shooting into the sky, which is a sub-optimal decision, but I can't really blame the game for allowing me to shoot the sky even though it would be impossible to win by doing so. Finding optimal choices may involve lots of deaths and failure, which some players will like, and other players will hate, so I'm agreed with Drakostar - it depends on the player.
Agreed. This is why I'd still be playing Ninja Gaiden if I still had my Xbox. The combat was so deep that I was still learning new techniques and optimal strategies a year or two after I bought it.
And, I used to play a racing game (although, I can't remember its name) and I found that the most fun I could have with it is to convince everyone in the room to drive backwards the whole race. It was slow as hell, sub-optimal, but our choice lead to our enjoyment. Racing games in general are a good example of how gamers deal with choice; having to drive without a single mistake through the entire race.
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Original post by Wai
For example, FFXI is an MMORPG with classes. I started the game as game as Thief. When I was at high level, I played again as White Mage. I was happy with both roles and I was happy that I did not need to change my character. Does the knowledge of the research indicate that FFXI should NOT have let me replay as White Mage? Is the result of the research applicable in this context? If not, what context can it be applied to?
Hmm... but your choices still had long-running consequences, yes? Just because you were a high level Thief didn't make you instantly a high level White Mage when you switched, did it?
In the video, he notes that people in Harvard would rather be in the course where they'd have the ability to swap, even though statistics show they will be less happy with their choice. I seems some of us would rather take that course because we refuse to believe that consequences should matter in games.