Some games offer the user clear choice points at different points within a story. This may be a simple and explicit menu option of what to do at this point: "Go left, or Go right". It may be part of a conversation menu, where the user selects what to say to another character. Or choice points might be part of a broader system of interaction. After retrieving an ancient idol, it might be possible for the player to destroy it, donate it to a holy order, or use it to magically dominate other characters. The user would need to discover what actions are possible with the idol, as well as decide which to do.
Some choices offered by games are illusory, however. These come in two flavors:
Crawford (2005) calls this the kill 'em if they stray structure. Frequently a game will offer a long string of choices. However, for each choice, only one of the options will advance the story. Choosing any other option will end the game in an unsatisfactory way (usually with the player character's death). Although, superficially, it seems the player has interaction at the story level, replaying reveals that there is really only one linear story.
As we will see, sometimes branching structures "fold-back" into another path of the story tree. When all options "fold-back" to the same end, we have a Pure Foldback system. In such a system, the user is offered a choice, but either path will bring them to the same end. The player will probably only discovers the illusion on replay, however, when they try some of the other options available to them and discover that the story comes out the same regardless of what they choose.
Argax Project : Dissertation :
A Rough Draft Node http://www2.hawaii.edu/~ztomasze/argax |
Last Edited: 13 Dec 2006 ©2006 by Z. Tomaszewski. |