The bottom line
Action games can let players make choices through the verbs they already use, such as shooting or walking away, instead of menus or button prompts. These invisible choices allow hidden options, unequal costs, fine-grained tracking and real surprise, so long as the game makes sure players notice what they did.
Key takeaways
- An invisible choice is made with the game's normal verbs instead of a menu. 2:28
- In Spec Ops: The Line you pick which hanged man to save by shooting one, with no prompt or menu.
- BioShock's Little Sister choice is explicit: the game takes your controls away and shows "Press X to harvest. Press Y to rescue."
- Without a menu, the game does not have to list every option. 3:06
- In the Spec Ops scene you can also shoot the ropes, shoot the snipers, or refuse to choose.
- Far Cry 4 gives a secret ending if you simply wait for Pagan Min's return as he asks.
- The choices can differ in effort, so a decision can be a test of skill or a weight on the player. 4:26
- In Undertale, sparing monsters is usually much harder than killing them.
- Stealing from an elderly couple by hand in This War of Mine makes the player feel more complicit.
- The game can track every small action and spring consequences the player never saw coming. 5:53
- Psycho Mantis in Metal Gear Solid reacts to how often you save and to the contents of your memory card.
- Hades characters discuss the exact details of your last run.
- Invisible choices can be missed, so the game must teach options and make consequences clear. 9:19
- Arkane found in Dishonored playtests that some players thought the game was linear because they did not realise they were making choices.
- Firewatch needed a complex, robust system to react to every action in the skinny-dipping scene.
Ultimately, we say that actions speak louder than words, and I reckon more games should make that a reality.
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 Intro
| Explicit (BioShock) | Invisible (Spec Ops) | |
|---|---|---|
| Input | Button prompt, controls frozen | Normal verbs: shoot, walk |
| Options | All listed on screen | Can stay hidden |
| Effort | One button each | Can differ by option |
| Tracking | Big decision points | Every small action |
| Surprise | Announced, hard to surprise | Silent, payoff later |
Choice in games is tied to menu-driven genres, but action games can offer it through their ordinary verbs.
- Narrative choice grew up in genres built on menus. 0:40
- RPGs, interactive fiction and Telltale-style games descend from tabletop improv and Choose Your Own Adventure books.
- Their main input is picking from a dialogue tree or a list of moves.
- The Witcher 3 shows both kinds of result. Mocking a preacher gets an immediate retort, then guards arrive later to arrest Geralt for offending religious sentiment.
- Shooters and action games can borrow button prompts, option lists or dialogue wheels. These are called "explicit choices".
3:05 Advantage 1
Invisible choices keep the options ambiguous, so players can find answers nobody listed.
- A menu spoils hidden options by listing them. 3:11
- In BioShock Infinite you can throw the ball at the racist announcer instead of the couple, but the on-screen prompt says so.
- Hidden options reward thinking and make the world feel organic.
- In Spec Ops, an angry civilian mob can be shot, scared with warning shots into the air, or stopped with a non-lethal melee attack.
- Hidden options make players feel smart and the game feel less like a rigid sequence.
4:26 Advantage 2
Invisible choices can have unequal costs, so effort and discomfort become part of the decision.
- Explicit choices cost the same, but invisible ones can cost different effort. 4:31
- With a menu, both options are one button press.
- Players may pick an option because the other is too hard or uses too many resources.
- In Deus Ex: Human Revolution, pilot Faridah survives only if you beat a group of enemies in record time.
- That makes her fate a test of skill, not a moral choice.
- Doing a bad act yourself feels worse than choosing it. 5:31
- Picking selfish options from a menu already feels icky.
- Carrying out the act slowly and manually makes the player feel more complicit.
- The player does it, not a character.
5:53 Advantage 3
Tracking every small action lets a game personalise itself and makes each action matter.
- Games can react to tiny details of how you play. 5:59
- Shadow of War's Orks recall the precise nature of your last run-in.
- Deus Ex scolds JC Denton for entering the women's bathroom.
- In Hades, Hypnos teases you about which enemies killed you last time and suggests killing them first.
- In Mass Effect 2, delaying a rescue for too long leaves the Normandy crew dead.
- When everything is tracked, players act more carefully. 7:03
- Each kill in Dishonored raises a chaos meter.
- The chaos meter changes the story ending, how characters see you, and the number of rats in the world.
- In Metal Gear Solid V, enemies adapt to your style with helmets and extra floodlights.
7:36 Advantage 4
Silent tracking lets a game surprise players later, and even small payoffs feel big.
- Hidden tracking lets a game spring a surprise that an explicit choice cannot. 7:58
- Explicit choices announce themselves, sometimes with an on-screen notification.
- Saving Biorr from a cell pays off when he helps in the fight against Penetrator.
- Psycho Mantis also counts how many traps you have sprung, then says you are a very methodical man.
- Chrono Trigger raises your actions from its opening during the game's trial.
- Explicit choices raise hopes of big story consequences, and players are disappointed when those don't come. A tiny consequence from an invisible choice impresses by comparison.
9:19 Challenges
Invisible choices cost more to build and are easy for players to miss.
- Honouring every action is hard, and one verb cannot carry every kind of decision. 9:26
- Firewatch even reacts when you toss the teenagers' boombox into the water.
- If your only way to speak is down a gun barrel, nuanced decisions don't fit.
- Firewatch tracks actions like picking up objects and also has a walkie-talkie dialogue system, so players have two ways to express themselves.
- Players may not know an option existed, or that they caused an outcome. 10:17
- Many viewers did not know they could walk away from Sander Cohen in BioShock's Fort Frolic.
- Silent Hill 2's ending cutscene depends on obscure actions earlier in the game.
- The fix is heavy-handed dialogue. Ghûra the Singer says he usually dies is what I've found.
11:45 Conclusion
Action games can react to the player without borrowing the tools of RPGs or text adventures.
- The verbs players already use can carry their intent, values and moral leanings. 11:56
- Games can then make options more ambiguous.
- Actions speak louder than words, and more games should make that real.
- Invisible choices cost extra work, but they let consequences surprise.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Action games can let players make story choices through the verbs they already use, such as shooting or waiting, instead of menus and button prompts. The Spec Ops: The Line scene where you shoot one of two hanging men, or the ropes, or the snipers, shows how an invisible choice hides options, and the video also covers the costs.
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