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[PATV] Wednesday, September 11, 2013 - Extra Credits Season 7, Ep. 1: The Feeling of Agency

DogDog Registered User, Administrator, Vanilla Staff admin
edited September 2013 in The Penny Arcade Hub

image[PATV] Wednesday, September 11, 2013 - Extra Credits Season 7, Ep. 1: The Feeling of Agency

This week, we kick off a series of episodes on Choice in games.
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  • monswinemonswine Registered User new member
    I was really looking forward to hearing about elephants, decoy armies, and brilliant failure this week but, heck, a whole series about agency? yes please!

  • ZhelotZhelot Registered User new member
    This has always irked me with obscure RPG mechanics. In Pokemon Blue I could never figure out which Ice spell TM was supposed to be better. I rarely know how effective status effect spells are compared to each other, and the extent of how stats affect performance. Enemy resistances should understandable be obscure, but investing development (which is supposed to be some of the rewards in RPGs) in skills, spells, or characters that may be worthless by design really grinds my gears.

  • ComputerSherpaComputerSherpa Registered User new member
    Congratulations on a new season! I like the new series! Not so much the ads covering the bottom of the video - can we get rid of those?

  • MuffinsMuffins Registered User regular
    @ComputerSherpa I think you should be able to get rid of them by clicking on a little X near the top right?

  • The_MormegilThe_Mormegil Registered User regular
    Looking forward to the next episodes!

  • HrugnerHrugner Registered User regular
    Well, you've wandered into my favorite topic. I'm stoked.

  • GammaVDGammaVD Registered User new member
    On choice, those silly 'yes/no' question that either loop round till you say yes or ignore your answer all together.
    The only good one was in Pokemon Black/White 2 at the start where your mum ask if you want to start Pokemon, saying no makes her jump backwards in shock

  • wieldofrostwieldofrost Registered User new member
    edited September 2013
    I'm thinking about Walking Dead. The game claims that "This game series adapts to the choices you make", but does it matter whether you choose to save Doug vs Carley in Chapter 1, or favoring Kenny vs Lilly from Chapter 1 to 3? Those becomes meanlingless when you get to mid Chapter 3. I thought the choices you made at the end of Chapter 4 would make a dramastic changes to Chapter 5, but nope, the storyline is still pretty much the same. Clementine is so sweet that no matter how you talk to her or what you do to her, she would love you (Lee) to the end! Anyway, I was hoping the choices you made in game would give result different scenes like Heavy Rain. I like Walking Dead, but I just think they did a poor job on choices, especially when that's what the game claims for.

    wieldofrost on
  • KodyackKodyack Registered User regular
    But what about Choose Your Own Adventure books, those are books entirely about choice.

  • GuturGutur Registered User new member
    One of my favorite topics in GD. I'm really curious about ideas how to make choices in a games mechanics matter in it's story or overall theme.

  • SneftelSneftel Registered User regular
    edited September 2013
    @wieldofrost I think you have to take a wider view of "consequences". No, saving Doug doesn't lead to a different endgame cutscene... and yet it reverberates throughout the game. It becomes a thing that Lee *did*, even when it isn't directly affecting things. The game trusts you to carry your choices, and their results, on your shoulders. Where other games would make consequences external, measured in XP and bonus quest rewards, in Walking Dead the consequences are meant to be internal, measured in fractions of your soul. That's a ballsy thing to do, because it relies on the player's emotional engagement. But I think they made the right choice.

    Sneftel on
  • thewaeverthewaever Registered User regular
    Good, concrete example with the WoW talent trees.

    I'd like to see more of that kind of thing in the future.

  • LaynLayn Registered User regular
    For me Walkind Dead was choice done right for all the reasons Sneftel mentioned.
    For once your choice wasn't the be all end all of what happens to the world. Sometimes things happen either way, you're not god. Instead You were constantly reminded that you DID choose and there was no right answer.
    Everyone followed the same path, but every player has their own story of their relationships and their regret.

  • thewizardninjathewizardninja Registered User regular
    @wieldofrost
    Is it really a meaningless choice just because it didn't matter what you chose after the fact? Yes, more often than not your choices didn't change the course of the events of the story, but they were all meaningful choices AT THE TIME because they were YOUR choices at the time, choices you surely made with the intention of choosing the one you thought would give you the best outcome. Not to mention inevitability of death was a major theme of the game's narative (For Whom The Bell Tolls and all that), so your choices not making a difference to who survives by the end actually furthers that theme. I guarantee you TWD will show up in the episode covering "Illusion of Choice" and they'll explain why the choices are still meaningful despite not actually changing anything concrete much better than I tried to.

  • philip1201philip1201 Registered User regular
    That "mathematically best answer" thing is what bugs me about the Mass Effect franchise; the vast majority of story-related choices devolve into two rules: 'always go 90%+ paragon or 90%+ renegade', and 'always do stuff related to the main story last'.

  • RottonappleRottonapple Registered User regular
    as a ex WoW player I was disappointed that while they were making fun of vanilla Ret Pallys they used a Priest talent tree.

  • DBonesDBones Registered User regular
    Yeah, most of this was recap, but having said that, I am super excited about this series. It seems like it has been a while since Extra Credits went seriously into game theory.

  • Seth42Seth42 Registered User regular
    @Zhelot I bet they'll address this at some point in the series, and I agree with you. Obfuscating the numbers behind choices can help protect immersion, but it's also a cheap way to dress what would be a straightforward calculation up and make it look like a meaningful choice.

  • GodEmperorLetoIIGodEmperorLetoII Registered User regular
    @Rottonapple as a fellow Ret Pally, they really fucked us over in WoW until about Cataclsym :\ sadly. We were so laughably bad... bah

    And man I wish more games had a better sense of Agency. Also, Skyrim sucks.

  • PMAversPMAvers Registered User regular
    as a ex WoW player I was disappointed that while they were making fun of vanilla Ret Pallys they used a Priest talent tree.

    Still works for the context of "This talent tree is so bad, don't take it" though. Discipline was a better DPS tree than Shadow was in the day.

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  • spiffy_Kingspiffy_King Registered User regular
    @phillip I completely agree except for in the first mass effect game. The paragon and renegade options in dialogue were never central to the story so it allowed a player to play the core game how they wanted and still get a similar result without spamming para or renegade.

  • TV4FunTV4Fun Registered User new member
    Do you realize that the last three episodes have all been introductions to things that you said you were going to expand on in future episodes? When are you going to give us some actual content that is focused on more than just telling us what you are planning to do next?

  • CombobreakerCombobreaker Registered User regular
    FINALLY!!! You understand a fundamental concept of competitive play. That higher levels of play unlock a meaningful set of choices! You make me proud extra credits...

  • LittleBlackRainCloudLittleBlackRainCloud Registered User regular
    Awesome episode!

  • HRDSalami654HRDSalami654 Registered User regular
    What irritates me about choices in most games is that they only matter for a split second most of the time. If I make a choice, for example, to let one person die to save someone else that person stays dead for the rest of the game. That's fine, but the other characters in the game only react to it within the first few seconds it happens. After the choice is made and the drama dies down t he characters never act differently around the main character in the game.

  • Add in CanadiaAdd in Canadia Registered User regular
    What about different outcomes achieved through a game that isn't innately about choice but rather skill?

    My first encounter with this was with the Wing Commander games, in where you don't really have many choices. You play through any given scenario and how well you do determines the outcome. Or in other words your skill level determines how the game progresses. If you win a lot you get the 'good' ending, if you lose a lot you get the 'bad' ending, and if you win some and lose some you get a 'middle' ending.

    A lot of games these days... virtually all of them it seems, spells out choices for people. The game makes sure you know what your doing, gives you all the details, makes sure all the consequences are known in advance. Takes out a lot of the meaning out of choices I feel.

    I suppose what I'm seeing is "Choice = Skill" vs "Skill to get to the next Choice" and that too many games follow the latter.

  • voltorocksvoltorocks Registered User regular
    @Add in Canadia -

    head back to the start of the video where they discuss "choice in mechanics" as compared to "choice in narrative."

    The WC series (at first, at least) had little or no narrative choice, but _plenty_ of meaningful mechanical choice. ie; decide to burn your expendable munitions early, or save them for unseen/faraway foes? Clear our light fighter-craft before taking on objectives, or rush for the goal while your wingmen distract the fighters? etc etc right down to the second-to-second choice you're calling skill: fire now, or lead a bit more? Dive or roll to avoid those shots? etc.

    WC *was* kind of unique in that how well you made all the mechanical decisions added up in the end to a narrative difference; kind of a "meta-choice." I agree that there is sometimes a disconnect between the mechanical choices ("skill") and the narrative choices.

  • MyntMynt Registered User regular
    edited September 2013
    as a ex WoW player I was disappointed that while they were making fun of vanilla Ret Pallys they used a Priest talent tree.

    I had both trees and realized too late that I put the wrong one in the file :P

    I used to be a Pally from Vanilla and played through Wrath. This brought back some hilariously bad memories. :)

    Mynt on
  • StrormerStrormer Sir FatlandiaRegistered User new member
    I would actually argue that a choice being made into a calculation can make it even more meaningful for some players. I know that I've made choices in games, usually rpgs, that were inherently poor choices from a gameplay perspective, but which vastly improved my enjoyment of the story because of the choice I made.

    I will use an example. In The Elder Scrolls series of games, there are simple and clear choices of races to make "better" characters if judged by stats alone, but when I ignored these rules in favor of a race that better suited the character I was building in my head, the story was vastly improved. By giving me a choice that was perhaps not intended to be terribly meaningful, or even more a choice that was intended to be meaningful, but which lost it's meaning by leaving room for mathematical exploitation, my personal choice as a player was made even more important. I can go ahead and play that race that's clearly better as a stealth caster for my all melee barbarian, but now I'm going to have to rely even more on skill to achieve my goals because I'm not just given the advantage based on race.

    Anyway, I know that was a bit of a long one, but I always love watching and I hope this helps your discussion in some small way.

    Game well.
    -Strormer

  • fumpfump Registered User regular
    "Choice... is absent from all other mass media" I would argue that you are presented with much more choice in other mediums and much much more interaction. Your argument is so paradoxical, so self-aggrandising that I will be reviewing your shows future validity.

  • laparapalaparapa Registered User new member
    @fump

    "I would argue that you are presented with much more choice in other mediums and much much more interaction."

    And then you don't argue that at all.

  • wieldofrostwieldofrost Registered User new member
    Second Game I wanna talk about is Fable III. Quick summary of the game: First half of the game, you're working on becoming the Monarch, second half is to rule your kingdom and try to prevent an invasion, and the endgame result is whether you become a beloved leader or not and able to prevent casualties or not depending on funds. I rushed the game when I first played, and I was shocked that there is no way I could be the perfect ruler coz if I become a beloved leader, I wont have the funds to prevent casualties, or if I keep the funds, I would be hated. I realized that you have to build up funds at the first half of the game so that I could use those for the second half, which means you cannot rush the game if you're aiming for perfect ruler. The choice here is: finish the game quickly or spend efforts working on funds. I found this interesting since rushing will result you not able to become the perfect ruler, or spend more time on side quests to get the ultimate reward. I'm curious how'd u guys feel about this game on this aspect?

  • WarpZoneWarpZone Registered User regular
    edited September 2013
    @Strormer: Interesting point. (I think you're a fairly subjective edge-case in your example, but your point remains valid.) There's always a few players who won't play the way the masses do.

    Having said that, I think the point of this video (and most of EC's discussions of Choice in general) is to try and identify design practices that will make it easier for developers to create good games. They want to entertain as many players as possible while spending as little time and money as possible. It's a trade-off.

    So while it might be possible to create an Elf Barbarian in any game that has elves, barbarians, and character customization, consider two hypothetical games:

    In Game A, creating an Elf Barbarian is all but a death sentence, and this is immediately obvious after creating a couple of characters.

    In Game B, Elf Barbarians have their own special take on the Barbarian class, and handle differently from Barbarians of other races. They are just as viable as Orc barbs, but they favor a different playstyle, thanks to the magic of Incomperables. Also, this game has a Difficulty slider, and setting it to EXTREME is all but a death sentence for basically ALL character builds.

    You can argue (quite correctly) that Game A is more meaningful for you personally, because you crunched the numbers, you DID the meta-gaming, and then you brazenly strode out in defiance of common sense, determined to tell the story of your misfit character. But the fact remains that very few players will want to play as an Elf Barbarian in Game A, whereas in Game B you'd expect them to get roughly the same amount of play as any other class.

    This means that any story writing, art assets, or programming created for Elf Barbarians in Game A was wasted, or at best exists as an Easter Egg for the most dedicated of players to find. Whereas in Game B, the Elf Barbarian-specific content was time well-spent. It creates a viable build any player can pick up and figure out how to make work. So, essentially, it gives replay value to all players in a single-player game, or creates a more diverse playerbase in multiplayer games.

    Extra Credits did not invent these ideas about Accessibility and Incomperables whole-cloth. These are concepts which evolved over years as developers looked at how players were using their games, often in surprising and counter-intuitive ways. Your unique gameplay experience is meaningful for you, and I'm guessing that part of what makes it meaningful for you is how it flies in the face of the psychology that makes people want to meta-game in the first place. In contrast, Extra Credits is trying to explain how developers can de-fuse that psychology, or even leverage it, to make better games with less effort.

    Your argument works perfectly fine from a player's perspective. But from a developer's perspective, it starts to break down.

    WarpZone on
  • Pinky_PowersPinky_Powers Registered User regular
    May the will of Aslan be at our backs, and this series reach the right ears. So many goddamn developers need a greater understanding of Choice and Agency. They need it tattooed upon their souls. And I need a beer.

    -~ÿ~-Pinky-~ÿ~-
    Beer is the perfect lubricant for twisted and vile animal gibberish. I use it myself when the times are ripe and my need great.
  • smitster03smitster03 Registered User new member
    I am fine with the definition of meaningful choice in a game excluding optimal results. However I do think you should be careful then if you intend to say that the key to games comes from the existence of meaningful choices. I would say that the biggest factor that determines enjoyment in games is the process of learning what the results of the choices you make, and mastering the systems of the games.
    So if the player can calculate everything perfectly, they will no longer be able to master anything. Thus you would draw the correct conclusion in that meaningful choice = fun game, but its important to realize that meaningful choice = deep mastery = fun game. In a sense, a game needs the player to believe that they can reach the point of perfectly calculating how to play the game, but for it to be fun and meaningful, they should never actually be able to do it.
    All of this is arguing about something you haven't actually discussed yet so ignore this if you are already on this page. I just think understanding the mastery step is very important to actually understanding what kinds of meaningful choices work well.

  • NecroxNecrox Registered User regular
    AWESOME guys! I've been waiting for you to really dig into this one for a long time. Can't wait to hear more! =)

  • WarpZoneWarpZone Registered User regular
    @smister03: Meaningful Choices don't exclude optimal results. Rather, they ask the player to choose between two equally optimal paths. Execution challenges, trade-offs between ease-of-execution and speed, aesthetics-of-play, tone, and storytelling can all add meaning to a Choice. But if choosing "correctly" guarantees victory, or choosing incorrectly assures failure, you are doing it wrong.

    Note that this only applies to the big Choices the player encounters over the course of a game, the ones which alter the way the rest of the game plays out. Smaller, moment-to-moment decisions such as "Do I strafe left or right here?" CAN AND SHOULD have a correct answer. But those smaller choices are more correctly categorized as Calculations as part of an Execution Challenge, not a Choice, as viewed through the lens this video is talking about.

    If, on the other hand, you have a game where the Assault Rifle is OP and the Shotgun sucks, knowing "Always pick Assault Rifle" is not Deep Mastery. Deep Mastery comes when you know you can get through the next part of the map using either weapon, but both options pose their own benefits and drawbacks, and are roughly equally challenging but require different skills on the part of the player to use correctly. More crucially, a Meaningful Choice means a noob player can pick either weapon arbitrarily, and work hard to learn to master the game by correctly leveraging their choice.

    The whole point of distinguishing between Choices and Calculations isn't to say "our games should have all open-ended choices and no right way of doing things." It's to say "games shouldn't present Calculations to the player AS IF they were Choices. Know the difference. Then use the right tool for the job."

  • WarpZoneWarpZone Registered User regular
    @fump: Interpretation (present in all media) is not the same thing as Choice, particularly not Choice as Extra Credits defined the term in their previous videos on the subject. Choice as defined by EC leads to experientially-different outcomes. Short of Choose-Your-Own-Adventure, you're going to have a difficult time finding it in other mediums.

  • WryteWryte Registered User regular
    I'm looking forward to this series. I can't even begin to tell you how many times I went back to the "Choice and Conflict" episode when I was trying to explain why the Mists of Pandaria talent tree revamp was giving us -more- choices to people on the WoW forums .

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