Patrefans
Naughty Road from patreon
Naughty Road patreon

Are choices with only one option bad design?

🕑 Added 2023-08-30 18:33:11 +0000 UTC
Are choices with only one option bad design?
Are choices with only one option bad design?

Comments

john calvin

It depends on what the end goal is. Your game is to tell a specific story. So while there are minor variations, it more or less ends in the same place. Other games are designed to have multiple branching outcomes so the choices are diverging and might change the outcome instead of just flavoring how you get there. Normally i dont like the fact that in the former you have only the illusion of choice if it all ends at the same fixed point, but the selling point of light of my life is the characters, their heart, their grief and journey to overcome it, and the humor. As a player, you are along for the ride and just try to appreciate that experience and soak it in, so i am 100% okay with whatever choices big or small, linear or branching get you there, because you realize that they arent really what the game is about. Kudos to you Mr. Road for imbuing this with clear identity and soul. That's really all you need. If a game has that, it could be only pixels or text and it wouldnt be bad, so long as it communicates that message. Not to say that your renders don't look great and add so much, just that the writing is properly good too.

Naughty Road

Yeah, I agree about painting the player in a corner part. That's always a risk tbh, and therefore these single option choices don't work well when things are largely undecided. Then it's taking agency away from a player. But, interestingly, it also plays into the argument I was trying to make, because not having a single choice option there but just the story continuing is far better than having that undesired choice presented as an option. That is because, as long as it's not an option, we can sort of agree that, well, this is the story at work, and this is the choice of the MC who is not us, and we can go along in that, to some extent at least. But as a single option undesired choice, the game is forcing *you* to make the choice, and we can't blame it on that MC guy, and that makes it much harder to forgive. Same effect really but in the negative.

Naughty Road

Agree

Naughty Road

That's a valid distinction to make I think. Cheers.

TwistedMagoo

I think part of the problem here is the proposition is that it's bad design (which I think it is) whereas your arguments are more convincing for why it is NOT poor storytelling. Those are two different arguments.

Nic

I enjoy having single choice game menus as a breakpoint and signpost for when replaying one's favourite game routes.

Marcus

You make a good point, and I can see your use case here lies outside what I considered "acceptable single choice" moments (I've come around to your view point)... however one word of warning: "But it is waiting for you, the player, to do something. You have to press the button, and set in motion whatever follows from that one single non-choice choice. No one else does that for you. At that moment, you are acting as the Main Character, rather than observing him or her. That is a real thing, and it is profoundly different from seeing the Main Character say a line you had no part in bringing about." And this works great if it's a choice I //would// make. If not, you're painting the Player into making choices they wouldn't make and that's a no bueno situation. Take for example every Trip A c"rpg" where you can sneak everywhere... except into the cut scenes where the baddies //need// to ambush you, now suddenly you're in a cut scene having brazenly kicked open the doors, strode in balls out, and get ambushed/walk right into the combat. I'm sure you know what I'm talking about... I'm equally sure we can trust you not to be so bungling with your "single choice" moments. For my money, I think "no choice choice scenes" work best for these three things: 1 - It gives a nice place to save. Yeah, you can save any time, but when you're caught up in the reading you can sometime forget, or you might not realize a choice cut scene is coming that you might want save before. A "no choice choice" moment gives the Player a moment to stop and save. 2 - There are other choices, but they are locked out due to prior choices. This gives the Player a signal that they could replay and take another path, one they might not have realized was available. 3 - Breathing room. Not exactly a "yes you, that is you the Player are making this choice", but to break the flow of a heavy conversation, introduce a pause, a space to breathe, think, and appreciate. As long as I mentioned above, it's not violating Player 'agency', like the choice isn't "out of character" for the choices they've made so far or the way the Character has spoken so far, it's good to insert the occasional breathing space. If it works for your needs to reinforce as a "this is you making a choice, get yerself emotionally involved" all the better.

Atixes

One thing that many people forget. Game doesn't always have to do the classic game thing. It is a medium to give you a experience. Having a choice or no choice is just a tool.

Nebasuke

I think having the single option can work fine, particularly for dramatic effect or forcing the user to choose something they don't want to. It's just something that should be used rarely.

Charre

I think an inconsequential choice is much better than a choice with just one option. Even having several options that are all the exact same as a joke is better than just one button. Obviously joke options are not always tonally appropriate. The player is always choosing to continue the story rather than close the game, even without a single option choice interrupting the flow of the game, so I am not really moved by that argument. It draws me out of the story and now I'm thinking about the writer's choices and not the character's choices.

Sin Art

Wouldnt say that. The few time i have see them, i feels like, or, i have played the game, that only this decission still remain or it gives some extra pressure in the situation to show, how intense this one choise is. But sure, if this comes more times, it would be senseless :D

Grimlar

Love the story you tell, but I am going to have to disagree, with the main proposition at least. A choice with only one option is not a good thing, the only time I would consider it valid (maybe) is if there are extra options that have been excluded by prior player actions/choices. A single choice is by definition meaningless, it gives the player no agency, so you might as well put in a couple of options to give the player an inconsequential choice over how they express themselves. Not that any of this would make me stop reading your story though. Best wishes.


More Creators