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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