They will remember that
You know what’s cool?
Choose-your-own-adventure books. As a kid, I was all about these. I loved how
there were different ways the story could end, and I loved going back and
reading through them over and over to take different paths and see where they’d
lead me.
As games evolve, we’ve seen them use
more and more aspects from these books. Now it’s commonplace for a game to have
a dialogue wheel, and even occasionally choices that will change the flow of
the game. We’ve seen games like Until Dawn, Undertale, Life is Strange, and
pretty much every installment from Telltale Games do this.
Last week, thanks to YouTuber
ProJared, I discovered and played through a little-known indie game from 2013
called Moirai. The game is incredibly short (it can be beaten in about 2
minutes if you know what you’re doing), very simplistic, but it begs replay
just to see how different the game will be each time.
See, beneath its retro graphics and
Doom-style controls, Moirai holds a secret. Towards the end of the game, you
meet a farmer covered in blood, who you interrogate. After hearing his answers,
you decide whether to kill or spare him. A minute later, you’re presented with
a similar choice, but one that ends up covering you in blood no matter what your answer is. Then, finally, you meet
with another farmer, who asks you the same questions you asked earlier.
This is when the twist comes in. Your
answers to the questions are saved, and the next person who plays the game will
decide whether to kill you or not. You are e-mailed your fate every time, and
it’s interesting to see the results of your different actions.
Moirai is completely free on Steam,
and I’d recommend it if it sounds like an interesting concept to you. I feel
like this could be the start of something really interesting.
While the choices in Moirai really
don’t have any consequence (it’s more of an experiment than a game), there are
games out there that bend their story entirely to your will. Sometimes your
choices will prove to be completely arbitrary, with the same ending every time,
like in Minecraft: Story Mode. Other times every little decision you make will
follow you to the end, with several different endings, like in Undertale.
But the thing is, as people have said,
it’s hard for developers to add choice to games. Why program something that
only half of the players will see, especially if the ending is the same every
time? I feel like we sort of saw this in Uncharted 4. In that game, every once
in a while you’d get a dialogue wheel where you could choose what Nate said
next. This had no impact on the plot whatsoever, and at the end of the game it
felt like a weird thing that was just sort of there.
In the end, as much as I love choice,
I feel like there’s really a time and place to allow the player to dictate
where the story goes. In Until Dawn, it works because the game is smaller and
built entirely around choice. But if you added choice to a story focused game
like Uncharted, it might not go over as well, because of how large the game is,
and how much programming it would take to do that.
Personally, I have high hopes that
Detroit: Become Human will be the next evolution of choice based games
(although it is a David Cage game). I
love getting to choose my own path, even if the end goal is always the same. I
feel like you build a stronger bond with characters if you’re the one deciding
their fate.
Song of the Week
This week I’ve chosen It’s Raining
Somewhere Else from Undertale. I just finished replaying it, and the scene
where this song plays really sticks out in my mind, during your dinner date
with Sans. If you haven’t listened to this phenomenal soundtrack or played the
equally fantastic game yet, what are you waiting for!?
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