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How to make player choices and consequences matter

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Chapter 25 of 26 · Progression, systems and story
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21. Why people play games
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25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Let players choose through the actions they already use, log those actions quietly, and have the world answer back later. Small, specific reactions make players feel seen, and they cost far less than branching stories.

2 Key takeaways

  • Let players answer through the game's normal verbs. No menu flags the moment, so the decision feels like part of play.
  • Log many small actions, not just a few big decisions. A silent log lets the game spring a payoff the player did not see coming.
  • Show the answer in spaces, characters and creatures. The world becomes a record of what the player did.
  • Make the options differ and make the kind one cost something. If every path is equal, tracking the choice gives the player nothing to feel.
  • Budget the reach of every reaction. Tracking everything is maddeningly complicated, so pick where memory pays off.

The games judge your actions during gameplay, not in clearly designated choice sections.

Mark Brown, Game Maker's Toolkit

2.1 Take the choice through the verbs players already use

Put the decision inside normal play, so the player answers by acting, not by picking from a menu.

  • Ask for the choice with the game's basic actions. Mark Brown, Game Maker's Toolkit2:27
    • In Spec Ops: The Line you decide who dies by shooting him, with no prompt or menu.
    • An action game does not have to bolt on RPG interfaces. The player speaks with the tools used everywhere else.
    • Bioshock's Little Sister prompt, where you press X or Y, is the explicit alternative.
  • Let doing nothing be a valid answer. Mark Brown, Game Maker's Toolkit7:50
    • After the fourth photo, BioShock's Cohen rewards you and lets you go. You can kill him for a key or leave him be, and nothing labels it as moral.
    • Cohen stands unprotected and does not attack, unlike Ryan or Fontaine.
    • Later, in his apartment, he only attacks if you disrupt his dancing splicers9:16, so your restraint keeps the peace.
  • Pair tracked actions with dialogue when the decision is subtle. Mark Brown, Game Maker's Toolkit10:07
    • If the only way to speak is down a gun barrel, nuance is lost.
    • Firewatch tracks actions like picking up objects and also offers a walkie-talkie dialogue system.
  • Teach players that other actions exist. Mark Brown, Game Maker's Toolkit10:37
    • With ambiguous choices, players may never learn they had an option, and they feel cheated when they find out.
    • Many viewers did not know that walking away from Sander Cohen without killing him was valid.

2.2 Log small actions silently

Ordinary actions feed a silent log that answers later
Shadow of Mordor's orcs and Deus Ex's Manderley draw on this log, so normal play becomes the player's story input.

Record everything the player does in a quiet databank, then pull from it later.

  • Track fine-grained behavior, not only big decision points. Mark Brown, Game Maker's Toolkit6:11
  • Let the game pick the best line from the log. Mark Brown, Game Maker's Toolkit2:02
    • Mordor orcs choose the most interesting entry at the start of the next encounter.
    • The player never learns a special story input. Normal play is how they pitch story ideas.
    • Flee an orc captain and you are later called a coward. Plant a spy and an orc threatens to torture maggots to find him.
  • Treat tiny behaviors as worth remembering. Mark Brown, Game Maker's Toolkit2:03:26
    • Disco Elysium remembers if you insult characters or run everywhere, and characters comment on it, even in a late scene about your journey.
    • ZA/UM writer Justin Keenan calls this micro-reactivity, close to a good dungeon master listening to you.
  • Keep the tracking silent so payoffs can surprise. Mark Brown, Game Maker's Toolkit7:58
    • Explicit choices announce themselves, often with an on-screen notification, which makes surprise hard.
    • Metal Gear Solid's Psycho Mantis reads how often you save, how many traps you sprung, and even your PS1 memory card.
    • Players expect explicit choices to have big consequences. With invisible ones, even a tiny payoff9:11, like Biorr coming to your aid against Penetrator, feels impressive.
  • Build a robust system before you promise reactions. Mark Brown, Game Maker's Toolkit9:40
    • Players can do almost anything, so honoring their actions is hard.
    • Firewatch reacts to many actions in the skinny-dippers scene, including tossing their boombox into the water, but it took a complex and robust system.
    • Even Deus Ex has limits5:56. You cannot kill plot-relevant characters until the game allows it.

2.3 Reflect it back in the world

Answer the log through spaces, enemies, allies and creatures, so the player sees what they did.

  • Let the space keep a record of the player. Mark Brown, Game Maker's Toolkit3:26
    • Environmental storytelling can show what the player did after they left, not just what happened before they arrived.
    • In Deus Ex: Mankind Divided a killed shopkeeper's shop becomes a crime scene, then closes permanently.
    • In Dishonored, each kill adds to a chaos meter7:19 that changes the narrative and how characters see you. The rat count rises too, as Mark Brown, Game Maker's Toolkit8:37 notes.
  • Give enemies a memory and let them come back changed. Mark Brown, Game Maker's Toolkit8:27
    • Shadow of Mordor captains have names, abilities and relationships, and remember past encounters such as the time you fled.
    • Every slain enemy has a small chance to cheat death and return with scars and prosthetics, so the player sees what they did to him.
    • Ar-Karo returns half an hour after being beheaded6:40, thanks Mark, then comes back as The Stitch with an iron helmet holding his head together.
    • Even simple reactions work, like Batman guards growing more frightened as you take out their buddies.
  • Let treatment change how a creature or crowd behaves. Mark Brown, Game Maker's Toolkit9:07
    • In The Last Guardian, removing spears, tending wounds, finding food and petting Trico reportedly make it a better companion.
    • A system lets players feel what it is to love or mistreat an animal, with no story beat needed.
    • In Metro Exodus11:35, holstering your gun as you approach people makes some appreciate it. A key from saving people in the Volga later opens a door where you find night vision goggles.
  • Change schedules and attitudes when events hit. Mark Brown, Game Maker's Toolkit7:20
    • In Legion each citizen has an opinion of DedSec that rises when you help them and drops when you assault them or kill their associates.
    • If a family member is killed, a recruit may go mourn at a graveyard instead of hanging out with them.
  • Make inaction cost story, not a game over. Mark Brown, Game Maker's Toolkit11:44
    • The player loses something, but the game continues and reflects the delay.
    • In Deus Ex: Human Revolution, if Jensen dawdles before the helicopter mission, most hostages die and some relationships shift slightly.
  • Let guilt land through visible reactions, and show which past choices led here. Mark Brown, Game Maker's Toolkit7:35
    • Mark felt like human garbage when a woman wept over the husband he had just punched to death in This War of Mine.
    • Until Dawn adds sepia-tinged flashbacks0:56 that recall the choices that led to the scene onscreen.
    • Life is Strange tests whether you noticed7:17. If you snooped Kate's room, you know to pick her father or sisters, and her mum or brothers fails.

2.4 Make the options differ and make the kind one cost something

A tracked choice only matters if the paths feel different, and a dilemma needs the good option to hurt.

  • Let the better path demand more effort. Mark Brown, Game Maker's Toolkit5:04
    • With invisible choices the options need not be equal. Players weigh effort against morality and may pick an option because the other is too hard.
    • Deus Ex: Human Revolution turns saving the pilot Faridah into a timed skill test.
    • In Undertale, killing is the only source of experience and health, while mercy is a puzzle3:51 that gives no stats.
  • Pay the good path in story and relationships, not stats. Mark Brown, Game Maker's Toolkit4:15
    • Undertale's pacifist reward is friends, a richer story and a date with a skeleton.
    • BioShock bungled this2:37. It made you kill little sisters for more resource, then paid virtuous players more in the long run, which removed the cost.
  • Attach a mechanical cost to misdeeds. Mark Brown, Game Maker's Toolkit4:38
    • In This War of Mine, killing defenseless people while scavenging brings more items, but the character grows sad, then depressed, then broken.
    • Restoring them costs time consoling them or resources making alcohol.
    • Across these games, only This War of Mine7:11 punishes immorality mechanically.
  • Make each option and reward truly different. Mark Brown, Game Maker's Toolkit9:15
  • Do not boil morality down to one bar or a final tally. Mark Brown, Game Maker's Toolkit2:50
    • Karma meters flatten human morality into one number, and in inFamous good or evil changes powers and cutscenes only slightly.
    • Metro Exodus plays a good or bad ending cutscene from its tally, and that is one of its weaker elements12:12.
    • Mass Effect 1 and 2 rewarded sticking to Paragon or Renegade, so 92% of players went largely Paragon11:47.
    • The hardest Mass Effect 3 choice has no meter at all20:04. Tali or Legion splits players almost evenly because they built separate relationships with both.

2.5 Give players many routes, then notice which they took

Many routes lead to one goal, and each shows who you are
Gating routes by stat, perk, faction and morality means every build finds a path, and the path it takes is worth logging.

Open routes make the log worth reading, because what players do reveals who they chose to be.

2.6 Budget the reach of every reaction

Decide where memory pays off, because every outcome you track must be supported downstream.

  • Limit what carries across time and scenes. Mark Brown, Game Maker's Toolkit18:41
    • Deathloop carries state over only for specific beats. Turn off the power in Otto's workshop in the morning and it is accessible later.
    • Looted Fiz-Pops return and killed enemies respawn, because tracking it all would be maddeningly complicated.
    • For playable flashbacks, limit the connection to the present10:38. In ODST the wrecked Warthog stays the same even if you swap to a Ghost.
  • Count the downstream cost before adding an outcome. Dana Nightingale and David Di Giacomo, Game Maker's Toolkit20:35
    • Dana wanted players to be able to leave Jindosh alone, since not engaging is as much a choice as doing it.
    • It was cut because every outcome needs later voice lines, from The Outsider to the Duke's palace recordings.
  • Let branches rejoin at shared scenes. Mark Brown, Fallout: New Vegas, Game Maker's Toolkit8:38
    • Beyond the Beef rejoins at nodes like the kitchen and the steam room meeting with Chauncey.
    • This cuts the permutations the team must build while the player still feels variety.
  • Do not hold players accountable for choices they never made. Mark Brown, Mass Effect, Game Maker's Toolkit24:34
    • Joining Cerberus is one of Shepard's biggest choices, and the player has no say, so Ashley's condemnation on Horizon does not land.
    • When you must take control, justify it in story26:06 and give the player a way to rebel, such as a false choice or snark.
    • Guilt feels earned when the player picked it, like sabotaging the Genophage or leaving Ben to die in The Walking Dead.

2.7 Where designers disagree

Hiding consequences keeps surprise but takes away steering
Hidden outcomesSignalled outcomes
SurpriseKept intactPartly spoiled
Player steeringCan't aim for outcomesCan choose deliberately
StorytellingLess intentionalPushed toward intended story
ExampleUntil Dawn flare gunMortimer's security warning
Pick the balance by the experience you want; Fallout: New Vegas signals some threats and hides others.

Whether to hide consequences or signal them depends on the experience you want.

  • Hidden outcomes keep surprise, but players cannot steer. Mark Brown, Until Dawn, Game Maker's Toolkit7:31
    • The flare gun decision is almost entirely opaque, yet it decides the fates of Emily and Matt. That keeps surprises intact, at the cost of intentional storytelling.
    • Fallout: New Vegas8:12 mixes both. Mortimer warns of heavy security, while the goons and assassin are not signposted. Balance it by the challenge you want.
    • Until Dawn gives no instructions7:44, and its trophies for survivor combinations are hidden. Visible goals would push players toward the intended story.
  • Real consequences versus theatre. Mark Brown, Until Dawn, Game Maker's Toolkit1:21
    • Until Dawn's meters and recaps are partly smoke and mirrors, with false choices and branches that snap back. That is fine, because making a choice is often more fulfilling than seeing wildly unique consequences.
    • Free choice has a price. Without an editor, pacing and arcs can fall apart5:19. Jess dies, returns hours later, then dies again almost at once.
    • Any character can die, so genre rules go out the window3:48. Cruel Emily can survive while her boyfriend Matt dies.
    • One fix is to tie deaths to readable rules6:52, such as failed quick-time events, relationship meters or wandering off alone.

Sources

Part of Progression, systems and story in the growth library.