# “Choice, Consequence and Complicity” These are my notes for the [2016 GDC Talk](https://www.youtube.com/watch?v=-FfITxaXeqM) by Alexis Kennedy, the creator of _Fallen London_, a narrative game with a delightful gleefully dark setting. For a few months in the early 2010s I was really engrossed in it. ## Notes - Failbetter Games' central idea: nonlinear narrative with handcrafted prose (and great 2D art). * There is a continuum between really procedural (_Dwarf Fortress_) and really scripted (Twine games, _Choose Your Own Adventure_). Failbetter is 75% of the way to scripted. - Tools and techniques for building interesting, emotionally resonant choice and consequence. - What is "complicity"? It is the emotional experience you have when making a choice. * In _Sunless Sea_ one can face the choice of whether to cheat on one's spouse with an officer. This has consequences: narrative (increased understanding between characters), gameplay (the Terror statistic is reduced), and deferred (what happens upon your return home). If one chooses to cheat, a bit of narrative is an immediate emotional reward. - A good, well-crafted interactive narrative has many things in common with a mixed cocktail. - Theme. What is on the player's mind? You want to find choices that comment on, elaborate on the theme. (E.g., light, darkness, loneliness, survival, terror, coming home in _Sunless Sea_.) - What is going on? Could the player explain the choice in one sentence? Quality over quantity. - Mechanical significance. Nonlinear narrative is more than just branching. Choices can tie into game mechanics. (Example of a bad choice: to go left, right, or straight ahead. The player has no idea what this leads to. Better: go through Mirkwood, the Gap of Rohan, or Moria. It's understandable and a resource, or mechanical, choice.) * The number of choices: two (dramatic, elegant), three (asymmetrical; allows commentary), or five (generous; you can lock off one or two). * Breaking the rule: a 47-option choice in _Fallen London_. It seems very generous. - The road not taken. (E.g., you've romanced the Doctor; you can't romance the Navigator.) Show unavailable choices. People are afraid it breaks immersion. To a degree it does, but it shows the consequences of a prior choice. It is a reason to replay the game. - Player motives: show, don't tell. Convey the different motives in the description of the possible actions, don't state them. This adds more color. - Complicity. Vivid flavors: "vengeance feels good", "I'm so smooth", "poor doggie", "what have I done", etc. - Some of the choices that get the strongest response are fantasies of failure. E.g., "Seeking Mr Eaten's Name" in _Fallen London_. - "Go screw yourself, developer". Allowing the player to rebel against the things you appear to be imposing. Devious. - Living with consequences. * Visibility: * If the player doesn't notice it, it didn't happen. (Game mechanics useful here.) * Corollary: The more the player notices it, the more it happens. * The more happens, the less the player notices the individual things. * Surprisingly effective tricks: * String token replacement. "A \[title] of your quality." A cheap trick. * Widely applicable text. * Underspecified narrative. - Story + Concision + Design. * Emily Short: "Whatever you can communicate sufficiently in game mechanics, you should put there instead of in text." * For a writer it is tempting to fix a design problem by throwing words at it. * Your player: * Isn't paying you by the word; * Wants to cooperate with you in having an experience; * Can cooperate through mechanics. * Indicate the value of a resource through writing. - Why? * Players crave **attention** and **self-expression**. ## Page metadata URL: Published 2021-03-07, updated 2021-08-21. Tags: - game design - notes - talk - video games - writing Index: [Notes and reviews](/notes).