Choice

Sid Meir, the guy behind Civilization, famously described a game as being “a series of interesting choices.” The idea here is that a good game has you making decisions that have some weight to them, that is, decisions that though not necessarily wrong, could have repercussions. In Civilization, it can manifest from whether you plan on pursuing diplomacy or warfare, or whether you’re playing as the Aztecs or the English. Decisions.

By this metric, Candyland is a really crappy game with no real decision making, though this is arguably excusable as it functions as a method of introducing young children to the way board games work. Monopoly doesn’t really fare much better, as it really all comes down to the roll of the dice with the illusion of more — deciding whether or not to buy a property you land isn’t much of a decision because the answer is “duh.” If you play with trades, and players who are willing to trade, the game can get much more interesting, but that’s a big old if. Of course, Monopoly was originally intended, as The Landlord’s Game, to be an indictment against rampant capitalism and its lack of choice in the matter does underscore it; though I feel like the subtext was lost when Parker Brothers ‘borrowed’ the game from Lizzie Magie.

Anyway. Interesting choices.

Sid Meir’s a video game designer, so it makes sense to turn his lens to look at video games. The Sims is a game rife with choices: What job will your Sim have? What kind of stove will they buy? Should they or should they not date Santa Claus? There are a lotta choices you can make, which, given that the game’s a life simulator, makes sense. Interestingly, there aren’t really drawbacks between choosing to be a Super Spy of Master Criminal, it’s all part of whatever sort of narrative you’re constructing for your Sims. The choices remain interesting because it’s totally up to you.

The Last of Us has one of my favorite choices. It’s a small one, built into the gameplay’s crafting system. In the post-apocalyptic world, resources are scarce and much has to be made by hand. Alcohol and Cloth can be used to make Health Kits; they can also be used to make Molotov Cocktails. One of them heals you, the other can be used to fight Hunters and Infected. You have to choose which one to craft at any given moment, and given that you can only carry so much at a time, you’ll end up having to make something not knowing when you’ll get more. It compounds the game’s question of survival, forcing you to choose between attacking and saving yourself on a small scale.

Consequences are something that can make choices interesting — otherwise, it’s not more of a deal than picking the red or blue token. XCOM 2 gives your decision making weight. Are you gonna research armor or weapons first? Are you going to collect intel or supplies? Are you going to wait before launching that attack? The constant ticking time bomb of the aliens’ progress on the Avatar Project makes the time crunch real; you can’t spend all your time shoring up your forces or you lose. Periodic battles also make it hard to just wait around, as you will have to send your soldiers out on missions, and chances are, they will get injured.

That’s all big picture. When you get down to the minutiae of actual combat, the decisions compound. One strategic mistake in the tactical game could leave you with your best soldier in the infirmary for weeks — or killed outright, forcing any plans you had for a later raid out the window. If only you’d played that mission a little more

There’s a theory that storytelling was born out of the human/tribal need to simulate experiences for people who hadn’t yet experienced them. Maybe games are in some ways an extension of that, a sort of failure space for you to make choices and let them play out without real-world ramifications. Or maybe it’s just part of what makes them fun. Either way, they’re a great way to spend quarantine.

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