Level Design Workshop: The Illusion of Choice

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  • เผยแพร่เมื่อ 19 พ.ย. 2024

ความคิดเห็น • 34

  • @jasondclark
    @jasondclark 4 ปีที่แล้ว +62

    "You will be happier with less choices" - For a minute I thought I was watching a political ad

    • @doncortesas
      @doncortesas 4 ปีที่แล้ว +6

      In the first 3 minutes of this video you get explained how Fascism happens.

    • @garybeefer391
      @garybeefer391 4 ปีที่แล้ว +2

      @@doncortesas lol never seen someone write Communism so inaccurate

    • @doncortesas
      @doncortesas 4 ปีที่แล้ว +5

      @@garybeefer391 Another person mixing economical system with government system. Chile with Allende = Socialist Democracy. Chile with Pinochett = Capitalist Dictature, Russian Comunist = Comunist Dictature.

    • @ZoidbergForPresident
      @ZoidbergForPresident 4 ปีที่แล้ว

      @@doncortesas Ditto, although soc democracy is basically Capitalist. :P

  • @GustavoSilva-ny8jc
    @GustavoSilva-ny8jc หลายเดือนก่อน

    Life changing, well spoken and with great audio

  • @tiagodarkpeasant
    @tiagodarkpeasant 4 ปีที่แล้ว +7

    that is probably why i finish only a few games, as you advance you unlock varios activities, near to the end game you have too much to do, and most of it is not important, on thing i liked about rage 2, you have 3 quests, and the side quests proved ressources that you need, not useless trinkets, but once you finish the 3 main quests, that can be made in any order, you dont need to make any sidequest anymore, because the rewards for the side quests are the same and not collectables, the towers for example are very hard to destroy, but once i have the tank i dont need to destroy them, because they can't damage me and the ressources they give i dont need anymore, and ingame i dont have any incentive to destroy them, because there are not missing npc or anything that would fell bad for not doing

  • @tomasstreet7803
    @tomasstreet7803 5 หลายเดือนก่อน

    peak and end impact - GOLD

  • @CptMunta
    @CptMunta 4 ปีที่แล้ว +10

    This was excellent!
    Already got me thinking about how to structure the choices in the levels I'm designing.

  • @Maouww
    @Maouww 4 ปีที่แล้ว +2

    This talk is such a gold mine of wisdom - I only understand the surface of what he's saying but I can see how deep this stuff goes. Such important tools for the games industry right now to put the "fun" back in to games! Thankyou thankyou thankyou!!

  • @Jambax
    @Jambax 4 ปีที่แล้ว

    Awesome talk. Actual scientific reasoning and explanation rather than conjecture, and no clickbait inflammatory presentation title. Refreshing change for GDC content as of late.

  • @King_whiff
    @King_whiff 4 ปีที่แล้ว

    That first bit was brutal. Was not expecting that.

  • @Willkillson180
    @Willkillson180 4 ปีที่แล้ว +5

    This makes sense if you think of your "customers flow state" as just laying there with their wallets out, in this half asleep/awake state consuming your material as they are loaded into the grave/slaughterhouse.

  • @MrHarbot
    @MrHarbot 4 ปีที่แล้ว +5

    Any Ubisoft's open world game is a prime example of a game that does illusion of choice, where there's nothing else to do but repeating same task over and over again.

    • @digitalarsenal5234
      @digitalarsenal5234 4 ปีที่แล้ว

      All games do it. GTA, Skyrim, the Witcher, all of them.

  • @skjelm6363
    @skjelm6363 4 ปีที่แล้ว +6

    When people complain about to much decisions in Witcher 3 ... they need more self confidence.
    But self confidence is bad, when you want an autocratic state, which has always the "illusion of choice".
    Keep it simple, keep them controlled and it starts with the games. Gaming is practice of life.
    If we don't encourage people to think more even in games, well... it should be like a good work out: seek always to do one more

    • @redsava
      @redsava 4 ปีที่แล้ว

      that's a big part of the witcher lore, that you can't ever pick the lesser evil yet you have to

  • @MoosieSingh
    @MoosieSingh 4 ปีที่แล้ว +21

    "Suffers from Autism" is not the correct way to phrase that, and I wouldn't say it's a "disease" either but a "condition".

    • @MoosieSingh
      @MoosieSingh 4 ปีที่แล้ว +4

      @@FractalPrism. it's just incorrect though. It isn't a disease, per the definition of what a disease is.

    • @BisectedBrioche
      @BisectedBrioche 4 ปีที่แล้ว +6

      @@FractalPrism. By complaining about "nitpicking phrasing", you are, in fact nitpicking phrasing.

    • @tiagodarkpeasant
      @tiagodarkpeasant 4 ปีที่แล้ว +5

      @@DuckieMcduck it does matter in a way, a disease implies you can get infected with it, like the antivacs think, while in reality you can only be born like this

  • @scpWyatt
    @scpWyatt 4 ปีที่แล้ว +13

    Citing Fallout 4 as an example of good choice in a video game was a bad way to start this.

    • @tiagodarkpeasant
      @tiagodarkpeasant 4 ปีที่แล้ว +1

      it actually does its job at first, the problem is when you replay and notice you are doing the same thing again, or upgrade something and realise how little impact it has

  • @mario_actually
    @mario_actually 4 ปีที่แล้ว

    Great talk.

  • @Kaerusss
    @Kaerusss 4 ปีที่แล้ว +3

    You go left right left right over and over... Stanley parable :p

  • @melaningamer_
    @melaningamer_ 4 ปีที่แล้ว +1

    Found this somewhat interesting. So overall what he saying is try to make an video game that gamers or people can enjoy even further in long term? Less boring more intune? (I'm just guessing/speculations)

    • @maggitPL
      @maggitPL 4 ปีที่แล้ว +7

      There's of course the danger of falling into the Telltale and Bioware philosophy of choice, where it doesn't matter.

    • @ahawkone8850
      @ahawkone8850 4 ปีที่แล้ว +13

      He's saying that choice is not the right word to use when trying to give players meaningful actions to perform in a game. Autonomy is what you want to give them. Regardless of how many choices are available, the player needs to feel like whatever they are doing is the thing they should be doing, and your job as a dev is to convince them that they want to do a thing and minimize feelings of the thing being required, regardless of player disposition.
      If you have 100 items of varying rarity, and 100 different types of enemies that each have different percentage chances to drop one of those 100 items, that's a lot of choices on paper. But in practice, it's one boring choice for the player to grind for a drop, and they will not make good memories of it.
      Conversely, if you have 3 items that are guaranteed from choosing one of three distinct quests that block access to the other 2 items and quests, then players will feel like they have more choices, even though they actually have far fewer, because the choice is a choice they make. They choose the item they want and get it, rather than asking the game for the item hundreds of times until it's granted.

    • @Maouww
      @Maouww 4 ปีที่แล้ว +3

      @@ahawkone8850 Thanks! I'm still chewing on this talk but what you're saying makes so much sense to me. I'm gonna have to stew over autonomy for a while longer

    • @tiagodarkpeasant
      @tiagodarkpeasant 4 ปีที่แล้ว

      @@ahawkone8850 like how wow works, the quest giver offer multiple options of reward beforehand, if you dont like the rewards you can even skip the quest most of the time

  • @Tracks777
    @Tracks777 4 ปีที่แล้ว +1

    nice content

  • @thefiddle2958
    @thefiddle2958 4 ปีที่แล้ว +2

    Good job you americans are slowly catching up scientifically on us europeans

    • @noneofyourbusiness4616
      @noneofyourbusiness4616 4 ปีที่แล้ว +1

      Yes, we're finally catching up with the European personal computing industry. Someday we will make something with more colors than the Sinclair Spectrum.