Thrasher
Wheeee!
Interesting read. In particular, this paradox.
Solution? Have no good or bad choices (ala the Witcher)?
http://www.gamasutra.com/blogs/Dave...igning_the_Design_the_Semiotics_of_Choice.php
The Player Choice Paradox The player choice paradox is this:
The paradox is players want choice, and then want the thing which makes choice irrelevant. This isn't every gamer, but in my experience as a designer it's a fair amount who play RPGs. Even — perhaps especially — those that don't want to admit it.
- Players want meaningful choices
- Players want to be reasonably informed of the consequences
- Players want to always pick the right choice (and for there to be a right choice)
- If players make the wrong choice they want to immediately know so they can simply reload the game
So what's going on here?
Solution? Have no good or bad choices (ala the Witcher)?
http://www.gamasutra.com/blogs/Dave...igning_the_Design_the_Semiotics_of_Choice.php