CERESUltra

Music Nerd, Author, Yote!

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hthrflwrs
@hthrflwrs

A subtle note to the idea of an 'interesting choice" in games is that the results don't need to be interesting in order for the choice itself to be interesting. Kentucky Route Zero is an expert at this: full of hundreds of choices with absolutely no mechanical consequence, each of which nonetheless feels textured, consequential, even devastating


hthrflwrs
@hthrflwrs

Will Conway's choices when fixing the TV affect the shape of the Zero? Will Junebug's lyrics affect the arc of her story? Will Shannon's decision to linger a little bit longer listening to a mournful country ballad change whether she'll see her friend again? Absolutely not. But that doesn't change the fact that the choice must be made, and it is interesting to make it.


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in reply to @hthrflwrs's post:

in reply to @hthrflwrs's post:

The thing it feels like to me is that the game wants you to be an actor: you’ve got the script you’re following, but you direct the emotion and interpretation of your character with your acting. This is emphasized by the fact that the game likes to make itself a literal stage play at parts.

This. The game very much changed how I thought of choice and meaning in games, especially in comparison to the BioWare ones, where there's an insistence on ever little choice having some little bit of feedback and so much of it ends up feeling inconsequential.

I actually like when there is no tangible story impact by some decisions. Because a lot of games get negatively impacted by feeling compelled to look at guides to make sure that a choice doesn't lock you out of content in the future.