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Choice & Consequence 101

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Choice & Consequence 101

Editorial - posted by baby arm on Thu 30 October 2008, 05:34:38

Tags: Fallout

Manveer Heir of noted RPG developer Raven Software pondered the design lessons to be learned from Fallout and Fallout 2 over at Gamasutra.

The game never told me if I talked back to the man in Vault City that I would get the boot. It just did it. I made that choice. I remember clicking the dialog option and thinking to myself “Man, this guy is a little annoying. I'm going to be a smart-ass." Nowadays, many games would broadcast you the consequence of your choice before the choice is made. Give the player all the information up-front, and they can make the right decision.

But life isn't about having all the information up-front. Often you make your choices and have no idea of the consequences until much later. Fallout emulates this with it's game mechanics, and as a result it results in the world feeling richer and deeper. Your choices feel like your own and not what the designer wanted you to do. You are able to make your own mistakes and recover from them. Your choices are your own, and the unique set of choices you make as you play is what makes the game play differently for all different players.​
Spotted at: Gamasutra

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