What makes a great game? – Part 7: Effect
We all want to feel like we make a difference in the world. Some of us more than others. A great game allows the player to feel like they’ve had an impact or effect on the game world. Decisions that change the world around you slightly and almost imperceptibly happen every day without realization. In games, these decisions are a bit more pronounced, but no less important to the game world.
Older games were static. You shot Badguy A in Room 1 and Badguy B in Room 2 had no idea. As games became more complex, the Badguys would assist each other if they were in close proximity. Just like in the Splinter Cell series or some of the more modern First Person Shooters.
Games like The Sims, Sim City, Civilization, and Black & White are all god games where you’re this overseer in the heavens and the world you play in lives or dies at your whim (in the case of The Sims series, they do rely on you very heavily for survival). That’s not what we’re talking about here. What we’re talking about is games like Wing Commander where if you win or lose a mission, it changes the story and the experience. I remember dreading getting chewed out by Captain Eisen for accidentally letting a couple of Kilrathi escape in Wing Commander III when my fighter got beat up. We’re also talking about games like Fallout where your decision to hire a water convoy from the Hub can cause the Mutants to discover where your Vault is earlier but can extend the amount of time before the water in the Vault runs out.
These decisions are small versions of the effect I’m getting at. I wish I could cite Dragon’s Age for effects on the game world, but I’ve never played it (my laptop would probably slap me silly if I tried). Games allow us to act out events that have a lasting effect on the world we’re in. If it’s just moving the story along or if it’s actually making a decision that has complex ramifications for the other people near by, it’s meaningful to the players and allows us to become attached to the world we play in. I know that in Chrono Trigger, I became attached to the world and the characters in my party because of the trials we all went through, the decisions we made, and the events we experienced. In so doing, we changed the world forever… at least until the New Game +.
It’s almost similar in a good book or movie. You sit there and become involved in the world put before you and you almost feel like you’re there participating. In the case of games, you’re the catalyst for change. Is it change for good or for evil? That’s up to you. Personally, I’d like to hope it’s for the better.
We all want to cause meaningful change to the world around us. In games, we can do that easily, quickly, and with drastic and dramatic results (which are frequently entertaining). As a small aside, I know that when I play games with a choice network (Knights of the Old Republic, Mass Effect, etc) I take note of the good decisions and wonder what makes them so good. Further, I attempt to comprehend the motives behind what I’m doing. Maybe I’m reading too much into the game, but it helps me identify with the main character more and so I become more immersed in the game and more interested in creating good effects. When passing someone getting a shake down from some thugs in the streets of upper Taris, I’m more likely to intervene and save a life than I am to just walk by. I try to take that lesson from the game into the real world and become a better person for it. Hey, no one said you can’t pick up a thing or two from the games you play, right?
Until next time, choose wisely.
P.S. “You must be the change you want to see in the world.” – Mahatma Gandhi
P.P.S. “I have gained this by philosophy: that I do without being commanded what others do only from fear of the law.” – Aristotle