(I So Hate) Consequences


A lot of the think­ing I do about games-as-art relates to choice in games, and how to make those choic­es rea­son­able and inter­est­ing while pre­vent­ing them from derail­ing the game as an artis­tic expe­ri­ence. Today, I want to talk about the other side of choice: con­se­quence.

Without con­se­quences, choic­es, whether in real life or in games, have lit­tle to no weight. This is true at the most basic level, or at the most com­plex– the occa­sion­al non-branching dia­logue tree in Mass Effect or Dragon Age, where choos­ing one or anoth­er dif­fer­ent dia­logue options results in the exact same response from the per­son to whom you are speak­ing, is very annoy­ing. You won­der why you were given a choice in what to say– the other per­son obvi­ous­ly does­n’t care what you said, and will carry blithe­ly on regard­less of your feel­ings about the mat­ter.

That par­tic­u­lar exam­ple is usu­al­ly only a minor annoy­ance, but this can be a more seri­ous prob­lem if the choic­es in ques­tion are some­what larg­er. In the “Arl of Redcliffe” quest in Dragon Age, one is con­front­ed with a sit­u­a­tion and sev­er­al pos­si­ble ways to solve it: a lit­tle boy has been pos­sessed by a demon and is gen­er­al­ly wreak­ing havoc around the cas­tle and vil­lage of Redcliffe, and has to be stopped. There’s some chance the boy could be saved if a mage could be sent into the Fade (the dreamworld/realm of demons) to deal with the demon direct­ly, but this would require a tremen­dous expen­di­ture of ener­gy found only through for­bid­den Blood Magic and the will­ing sac­ri­fice of the boy’s moth­er or a tremen­dous amount of lyri­um (the game’s catch-all mag­i­cal sub­stance) and the help of sev­er­al mages from the near­by Circle of Magi.

So, The Warden has sev­er­al choic­es: he or she can kill the boy out­right, sac­ri­fice the boy’s moth­er, or try to get help from the mages. The third option involves let­ting the demon­ic child ram­page through the town for at least anoth­er sev­er­al days, and the char­ac­ters in the game repeat­ed­ly state that such a move would be dan­ger­ous, as, while you are gone, Connor might well kill every­one around him, there­by negat­ing your attempt to avoid his moth­er’s sac­ri­fice.

This should par­tic­u­lar­ly be a con­cern as, if you haven’t already done the mage’s quest, upon arriv­ing at the Circle of Magi, you find it in seri­ous dis­ar­ray and in need of some res­cu­ing of its own, a quest which might take sev­er­al days in its own right. Nevertheless, if you choose the option to go for help, no mat­ter how long you take in your search for mag­i­cal aid, noth­ing hap­pens at Redcliffe Castle. No other NPCs are killed or harmed in any way, and the demon pos­sess­ing Connor is no hard­er to kill.

This effec­tive­ly means that there is absolute­ly no rea­son not to go this route, as by keep­ing the boy and his moth­er alive, you ensure that all of the mem­bers of your party don’t take any approval hits, and no one impor­tant dies. This essen­tial­ly means that what could eas­i­ly have been a very com­plex trilem­ma of a choice involv­ing the weigh­ing of lives and the moral­i­ty of dab­bling in Blood Magic loses its grav­i­tas. This is bad. Perhaps if you’ve already done the mage’s quest, such that it’s a rel­a­tive­ly sim­ple mat­ter of just hop­ping over to Lake Calenhad and ask­ing for a bit of help, you should be able to get back in time for no seri­ous dam­age to have been done. But if you haven’t, and upon arriv­ing at the mages’ tower you have to spend sev­er­al days res­cu­ing them, too, you should return to Castle Redcliffe to dis­cov­er that Connor has mur­dered all of the impor­tant NPCs in the cas­tle.

Choices can lose their weight if they haven’t any real, last­ing con­se­quences. This can hap­pen either through sit­u­a­tions like the exam­ple above, or sit­u­a­tions where one or anoth­er of the options in a choice results in a flat Game Over.

Death, in most video games, is about the least seri­ous thing that can hap­pen to a play­er. The play­er can sim­ply reload the game from a few min­utes ago and try again. It’s slight­ly annoy­ing, and if the play­er does­n’t remem­ber to save very often, can some­times cause him or her to lose a lot of progress, but has no last­ing impact upon the game itself. As a result, doing stu­pid or reck­less things in a game has no con­se­quence, and any choic­es which inevitably result in char­ac­ter death sim­ply become false choic­es.

An excel­lent exam­ple is a scene in Knights of the Old Republic where, after hav­ing been arrest­ed by Selkath author­i­ties, the play­er char­ac­ter is forced to talk his or her way out of an imme­di­ate exe­cu­tion. There are a mul­ti­tude of dia­logue options, but near­ly half result in imme­di­ate and uncer­e­mo­ni­ous elec­tri­cal death. As a result, half or more of the poten­tial role­play­ing options are not options at all– they sim­ply result in game overs.

This comes from an under­stand­able source: it’s prob­a­bly true that sass­ing off to one’s cap­tors in such a sit­u­a­tion would result in sum­ma­ry exe­cu­tion, but here it’s sim­ply an exam­ple of giv­ing a play­er false choic­es, just as much as the non-branching dia­logue trees men­tioned ear­li­er. Furthermore, it does not man­age to con­vey the appro­pri­ate feel­ings that should be asso­ci­at­ed with the main char­ac­ter’s death– rather than feel­ing shocked (hahah), or upset, we sim­ply feel cheat­ed, reload the game, and say the “right” thing this time.

In short, death is not usu­al­ly an appro­pri­ate con­se­quence for a sit­u­a­tion. There are excep­tions, of course– the end of Half-Life, where you choose whether to end the game in some sort of stor­age unit, await­ing an assign­ment from a name­less and fright­en­ing employ­er, or die. The game ends either way, such that reload­ing and try­ing again does not seem as appeal­ing– you know full well that this choice will end in your death, and must sim­ply decide what to do.

The trou­ble with this fact is that since most video games are set in life and death sit­u­a­tions, the fact that death has lost its sting forces the game design­ers to be quite cre­ative in com­ing up with con­se­quences for choic­es. Planescape: Torment found itself in this sit­u­a­tion, as the main char­ac­ter could not be killed at all, there­by real­ly ren­der­ing death-as-consequence moot. Consequences for reck­less or self-sacrificing behav­ior in Torment are thus han­dled rather dif­fer­ent­ly, and can result in the per­ma­nent death of allies (if you feed them to the Pillar of Skulls) or the loss of up a non-trivial amount of the Nameless One’s max­i­mum hit points (if you feed your­self to the Pillar of Skulls), as exam­ples.

Several JRPGs have a habit of rein­tro­duc­ing death-as-consequence by remov­ing any save points from the games’ “secret dun­geon” areas. Star Ocean II ) had no save points in its Cave of Trials, and FFX’s Omega Ruins were sim­i­lar­ly sparsely-save-pointed. This serves to cre­ate an atmos­phere of real fear in the play­er when faced with death, as the play­er has like­ly spent the last forty-five min­utes col­lect­ing fan­tas­tic equip­ment and fac­ing ter­ri­ble foes, and the thought of los­ing all that work and going back through the har­row­ing dun­geon is wor­ri­some. This is an approach which, although it removes the “consequence-ness” of death in terms of in-game mechan­ics, at least aims to cre­ate an emo­tion in the play­er in response to the char­ac­ter’s death. You real­ly don’t want to have to redo the last forty-five min­utes of your life and run the risk of find­ing anoth­er @#$%ing Great Malboro that always gets the first turn.

This is a dif­fi­cult prob­lem– ensur­ing that the play­er takes chal­lenges in-game any­thing like as seri­ous­ly as the char­ac­ter prob­a­bly would were it all real is very impor­tant to RPGs, in par­tic­u­lar, but with­out var­ied and last­ing con­se­quences, and some­thing like a fear of death, I expect it’s more or less impos­si­ble. It’s also a prob­lem more or less unique to video games. Books and movies (gen­er­al­ly, as I’m sure there are excep­tions) do not require the observ­er to make choic­es, and do not allow the observ­er to sim­ply “reload” and aim for a bet­ter out­come. But it’s a prob­lem that sim­ply has to be addressed. Nothing kills a play­er’s attach­ment to a char­ac­ter or involve­ment in a sit­u­a­tion like real­iz­ing that what appears to be a choice isn’t. In video games, just like in the­ol­o­gy, an illu­sion of free will sim­ply leaves the play­er feel­ing hood­winked and cheat­ed, and with­out real and dif­fer­ing con­se­quences, any sup­posed choice will remain super­fi­cial and illu­so­ry.


Bill Coberly

About Bill Coberly

Bill Coberly is the founder and groundskeeper of The Ontological Geek, now that it has shifted over to archive mode. If something on the site isn't working, please shoot a DM to @ontologicalgeek on Twitter!