“…Choices matter — even bad ones.” That’s a quote from our interview with Mark Jacobs in response to whether or not players should be allowed to “gimp” themselves at character creation. I’ve thought a lot on the subject over the past week as I once again dabble into older MMOs seeking that feeling brought on by making meaningful choices. I keep going back to what types of choices there are in MMOs and how they should matter.
We make choices every day in MMOs — easily hundreds of them. What class we want to play, where we want to hunt, which items to use, what to vendor or store in our bank, who to group with, what or who to attack, etc. We used to, and sometimes rarely do make choices about which stats to increase or what factions to gain favor and disdain.
Modern MMOs would have players make these decisions in seconds or without cognition. These types of decisions scare developers. Players thinkings about these things start to look at the big picture –they become aware of the experience. A player who has to think is a player who can become unhappy or even unmanageable. But a player who has to make choices that matter can also be one who becomes invested in the experience. That same player can grow to love the growth and richness of choice. A game capable of providing such an experience is one that keeps people playing for years. Such a game is typically more than a shallow experience but indeed a virtual world.
People need the ability to make mistakes. I do not feel a mistake that renders someone worthless is ever truly an option, but the choices should carry such weight that choosing one path radically alters the experience. Let’s use stats as an example. If I am a Ranger I should be able to play as a melee character, a bow user, and be able to use nature magic. If I highly favor strength then my bow and magic should be hindered greatly; If I spread evenly across them all then I should be that jack of all trades. No one path should gimp me, but all paths should be unique.
The mistake to make is when other stats are thrown in like stamina or charisma. How much stamina is needed to be “good?” These types of decisions should not gimp a player if the rest of the game is designed with that same level of decision making. Perhaps I can craft gear to offset the stats. Another ranger who went into strength or dex might have to put more stamina on her gear instead. Methods to correct a mistake in stats should be available, but not readily.
I want to start thinking again in MMOs. Great rewards and/or a sense of accomplishment have always followed meaningful choices. Likewise, failure can come too. Without that opposition, no reward will ever seem sweet enough. It’s the classic argument that you can not know light without darkness. Without failure, success means less. Without a potential negative or unexpected outcome, a choice is just an option or a preference.