Friday, 2 November 2012

Conflicting Views on Player Freedom of Choice


Conflicting Views on Player Freedom of Choice by Cameron Hills

Friday, November 2, 2012

Source article: "New Hitman asks players to improvise, but have they forgotten how?" on Gamasutra, November 2nd, 2012 by staff.

                Exploration is dead!  Long live exploration! Tore Blystad is the director of the latest installment of the Hitman franchise, Hitman: Absolution.  In a recent interview, he seems to suggest that players don’t understand freedom of choice in game worlds.  This thought may be puzzling to players of games such as Fallout 3, The Sims and Skyrim.  On the contrary, non-linear and open world games are not only understood but increasingly demanded by game players.

                Where is this concept that players don’t understand choice coming from?  In an interview with Gamasutra’s Christian Nutt, Mr. Blystad states “... it's quite difficult, actually, to educate players … because people are increasingly used to games where you're told to do one thing, and if you stray from this line, there will be nothing else around.”  While there is a certain popularity to “Rail Shooters” and other games that have a fixed path, they are by no means game player’s sole choice.

                Gareth Robinson posted a video review with Gamespot in July, praising the freedom of choice players have to write their own story and connect it to the developer’s story line in Fallout 3.  In the review, Mr. Robinson pointed out that his exploits in the wilds of the world were recorded and lauded during his return to the main story line.  This is an example of gamers making their own story during play.

                Perhaps Mr. Blystad is referring to open worlds being nothing but empty scenery.  As an alternative, Mr. Blystad could make a quote like “freedom without choice is desolation.”  However, players experience many mini-quests in games like Elder Scrolls V: Skyrim Radiant Storytelling system.   Also, Simcity, and The Sims allow players to write their own story for endless entertainment.

                What is the truth?  Mr. Blystad could restore his faith in gamers by watching some of the over 600 videos posted on YouTube following gamers playing various mini-quests.  Examples abound in titles across genres, from Action Adventure to simulation, of gamers who understand, want, and can handle multiple mission resolution options.  Instead of proclaiming the death of open world, perhaps developers need to continue to find more ways for players to make the choice as to how open or closed their game experience will be.

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