I always presume that the game is created in such a way that I'm not going to be punished for a good deed; I'm not going to lose a whole bunch of stuff. I will eventually be able to beat the game anyway. So, for me, it doesn't become much of a choice. I feel like, eventually, there's got to be something; like, who do I save, my mom or my dad? [editor's note: this interview was done prior to the release of The Walking Dead, which does this kind of choice very well.] But I don't want to have to make that choice! It makes me uncomfortable. Do you have any thoughts about that kind of space?
KF: Yeah, absolutely. What we try and do when we give you a quandary is we give you three options that are equally valid. It's not up to us to judge a player; we're just there to make you think. So NPCs will come up to you and say, "Hey! What should I do in this situation?"
One of the classic situations is there's this beggar who's been beaten within an inch of his life. What do you do about that? Do you go for justice and say, "Right; I'm going to track down the people who beat this guy up, or do I sacrifice and get myself in debt in order to pay for magical healing for the guy to bring him back to life? Or do I go for compassion and go off and buy some medicine to give him a good, peaceful, painless death?" They're all equally valid, but which one do you think is the right thing?
Somewhat more complex choices like that are interesting. I think the iPad and free-to-play tend to try to address a somewhat more casual audience — if not directly, at least they try to include them — so I think it will be interesting to see how you can try to bring those players into the idea of these choices being something that you make.
KF: It's not that different to a personality test. Those have always been massively popular because people love finding out about themselves; we're our own favorite subject. I try and present it and think of it, if you're a more casual player, as being more like a personality test; you end up with the character you deserve or who reflects who you are.