Variety Friday: Every Game Has Wrong Choices


Essentially any game needs to have “wrong” choices. But there are many kinds of wrong actions which can be interpreted in different ways. First let’s take a game that’s an obvious example, say, Modern Warfare 2. The game has a simple wrong, which is dying. You don’t want to die, you do want to kill, simple Wrong Action vs Right Action. Though each game also has more in-depth choices but it all revolves around the main choices of right or wrong.
Now, when I say right or wrong I am not referring to the moral choices involved with right or wrong, just simply the choices which are what you are trying to do, vs what you aren’t, as in my Call of Duty example of death and living. The reason I bring this up at all, is to simply show how game design either directly or indirectly focuses around wrong actions.
Let’s move on to a different genre with different examples, World of Warcraft. WoW does have the basic “Dying Bad, Living Good” form of wrong choices, but that’s not all. Another form of wrong choices can be found within the deep equipment customization. It is always better to have better gear, and wearing beginner gear at level 23 would be considered “wrong”. But another thing this brings up is how wrong choices can be interpreted in different ways. Because a tank would want more health points, while a mage may want more mana, so the right choice depends on the situation. Not only that, but wrong choices don’t have to be accepted as wrong by the player, because if a player wants to look cool and have lower stats, more power to them.
When discussing this with someone else, they brought up the example of Sim City, and how not having a Fire Department could be considered wrong, but they were working towards burning the whole city down. This is where the player can choose what’s right or wrong. In games such as Sim City and The Sims, the player can choose what would be considered a wrong action. So as far as game design goes, the developer wouldn’t focus around a set amount of wrong actions, but instead, would focus around actually creating many wrong actions and letting the player choose which ones to follow or not.
My final example is going to be Dragon Age Origins. As with most fighting games it had the main wrong actions of having a member of your party die. But there was also the story, even the story revolved around these basic right and wrong actions, but how they were portrayed, was either that the developer was very vague about the choice so the player wouldn’t actually know what was right or wrong at the time, or that all actions were wrong, just various degrees of such. So ultimately all games have wrong actions in one way or another, and whether you realize it or not, it is the basis of game design.