Hello there everyone.
I want to make a game inspired by Mass Effect, but there are a few general storytelling in video games problems that I'm trying to figure out, before I really get down to making the game. I've been thinking about it a lot, so it will be a bit of a longpost, but thinking in a bubble is never a good idea, so I ask for your help in solving these problems and criticism of my solutions. Any feedback is appreciated.
I believe that these problems are interconnected, so I will present them here together and then present ideas that I have about addressing them.
Problems
Player character can't lose
This is the biggest one. And it is not as simple as it may sound.
In a lot of games, Mass Effect included, it is impossible for player character to lose an engagement with an opponent. The player can lose a gameplay section, but it doesn't result in player character losing, you just load a save and try again. Witch means that there are no stakes, not really. You can present a story in a way that creates an illusion of stakes, but after playing a couple of times, player realizes that they will defensively win eventually, so it becomes more frustrating then challenging.
If you really need player character to lose for story reasons you only have two choices: create a gameplay section that is impossible to win and show a cutscene after one attempt or just show a cutscene where player character loses. Both feel cheap and betray trust between the game and the player.
On the other hand, if you take away the ability to load a save at any time, you are presented with two other problems.
1. How do you handle player character's defeat? What exactly happens mechanically if you fail a mission? Does the character die and you have to start the game over? Do you need to write a story for every possible encounter going bad?
2. In a video game, you need to give player time to understand and practice game mechanics. You can't expect player to just be good at your game from the get go, so it feels a bit unfair to just throw them into important story missions that they can't replay and then present them with consequences.
Choices that don't matter
This is a very common problem in games. Often player is presented with a choice, that seems important, but doesn't really affect anything or affects things, but ultimately doesn't matter. Like: do you kill this person or let them go? witch of this two groups do you support? witch color do you like more red, blue or green?
In my opinion, this is very closely tied to the first problem, that player can't lose. Imagine that you are an all-powerful godlike being that can time-rewind-magic their way through any presented problem, what can possibly matter to you? What consequence can you really feel?
You could set up a system where your choices affect your relationships with other characters, but in this case you have no reason not to cater to those characters, because no other consequences matters.
Linearity of the story
This one is a result of the first two. If you can't ever lose and non of your choices matter then the story can only really unfold one way with minor deviations.
So if you want to make the story not linear you basically have to make two or more different stories and let player choose witch one do they want to see, choose you own adventure style. Witch is not necessarily bad, but is very cost inefficient and difficult to produce.
Solutions
Conflict instead of a story
All stories are based in conflict. But each story is only one example of how a conflict could unfold. When we tell a story in a video game we basically choose a way this conflict will go and take player through it one step at a time without ever showing them the whole picture.
Why not instead present player the conflict itself in its entirety and let player try to solve it themselves?
An example that I can think of is Total War games. In Total War you have a campaign map and individual battles. Telling a story is like defining everything that will happen on the campaign map in advance and only letting player win the battles. Presenting a conflict is like giving the player full control of their armies both on the campaign map and the battlefields.
Separation of practice and performance
Just giving the player full control over the conflict is not enough. We still need to address the whole time-rewind-magic thing.
My idea is to create some sort of practice mechanic for the player to learn the game. It can range from letting player play the mission itself in practice mode, to only letting player practice individual mechanics (like a fight with a set of enemies), to anything in between. I personally would introduce some randomness into the missions and let player just play through them as many times as they want.
Then, when player had enough practice, it's time to play the mission for real. Player gets one attempt and that's it.
What those two ideas would achieve (in theory)
When it comes to "Player character can't lose", together these two ideas address all underlying problems. It allows player to practice, it allows player character to lose and it sets up an overarching system of the conflict that defines what happens if player wins or loses and where the narrative goes from there.
These ideas together help to create a more complex and believable system for choices. Since player can lose, they must consider not only what they want or what other characters want, but also what can they achieve in gameplay and what gameplay consequences each choice may bring.
Finally, since you have full control over the conflict it creates more diversity in how the narrative can unfold, including player's complete defeat.
What are problems that these ideas bring
Nothing is perfect, so here are the problems that I see in these ideas.
Less control over the narrative
This is pretty obvious. If you give player full control over the conflict you can't reliably set up scenes, events or set pieces, because they may not take place in some playthroughs. You can guide the player in a particular direction, but you can't force them.
Having to design campaign level gameplay and mechanics
This is also pretty obvious. If you present player with the whole conflict you need to figure out what does the whole conflict look like, its rules and limitation. And create gameplay mechanics, that will govern it.
Difficulty in presenting the narrative
When the narrative is so diverse, it gets more difficult to figure out, how to present it to the player. I would tie missions to characters and present most of the story through character interactions before, during and after missions.
Player can lose
The opposite of the problem that I'm trying to solve is the problem of player losing. If player can lose each individual mission, it means that they can lose the conflict, the whole thing. Imaging putting 20 hours into a game only to lose it in the end. Imagine in Mass Effect 1 you lose to Sovereign in the end, reapers come through the citadel mass relay and destroy the galaxy, how would you feel?
I'm not really sure how to address this problem and weather or not this problem should be addressed.
So what do you think?
Are these problems relevant?
How would you solve them?
Do you think my ideas can work?
Do you see any flaws in my ideas?
Do you have any other comments or feedback?