
Calculations are often presented as real choices, but they’re not.

The second rifle is clearly better, so there’s no sense in choosing the first one.

For example, there are two assault rifles lying in front of us: one rifle does 12 points of damage per second, and the other does 42. Calculations are situations that have several possible solutions, where one of these solutions is clearly more beneficial than others.Reactions are actions we make automatically as an answer to something going on in the environment: for example, we pull our hands back after accidentally touching something hot.Autonomous actions are actions that we make without thinking: breathing, keeping balance, watching Game of Thrones and so on.There are four of them: autonomous actions, reactions, decisions, and choices. To understand what separates interesting choice from other actions we must define different types of actions. And we need to understand what types of actions make games interesting. From this point of view, every action that the player makes in a game is a choice. He made a choice and can be proud of himself.īut as designers, we have no use for this definition. If he decides to run left, he can’t run right or jump at that moment. For example, Mario can run left, run right or jump up. Luckily, it’s not that hard (as opposed to the harrowing question “What is a game?”, which doomed scores of game designers to an early grave), and was done splendidly by the Extra Credits.Ī choice is a situation that has several possible solutions, where each solution makes all other solutions impossible. To do that we will first have to define choice. “How? Why? What does it mean?” - these questions have robbed a lot of narrative designers of their sleep. One of these games is remembered as an example of broken promises and unsatisfying endings the other is praised and received an incredible amount of awards, including “Game of the Year.” The interesting part is that The Walking Dead is praised for the same things that Mass Effect is being berated for. Both games lie: no matter what we choose, they end on the (seemingly) same note.

Both games offer a story that is, supposedly, determined by our choices. Mass Effect 3 and The Walking Dead are very similar.
#WHAT IS ILLUSION REAL PLAY SERIES#
The first thing you see in The Walking Dead is a black screen with text reading “This game series adapts to the choices you make. It exists to relay one idea: “Many decisions lie ahead. Watch the beautiful “Distress Call” trailer for Mass Effect. This promise is a cornerstone of design philosophy for both of these games. Both games are built on one promise: your choices matter. In 2012 two prominent narrative driven games were released: Mass Effect 3 and Telltale’s The Walking Dead.
