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Bonus Pod - What Makes A Great Choice In Games

This week on Bonus Pod, host Haley MacLean is joined by best friends Leo Vader and Cobysoft Joe to unpack the complex design problems that choices in games present, with community submissions and Joe's experience as a solo developer hoping to create meaningful choices without blowing the scope of his game out beyond what's feasible.

Here’s a link to the video version of this episode (including video-specific timecodes).

Timecodes (three minutes past each spoiler, we've moved on)

Optional homework:

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Bonus Pod - What Makes A Great Choice In Games Bonus Pod - What Makes A Great Choice In Games

Comments

The Mass Effect trilogy did respect massive choices like letting someone die in 1 and them being absent for the two sequels. I think he’s not remembering it well. It was a long time ago! The thing people complained about is the last hour of the game and the 3 “color endings.”

Christian Feliciano

I've never gelled with narrative games so I thought I didn't care about choices in video games — but then the director of one of my all time favorites, DOOM Eternal, talked about how they designed the game to be fun by maximizing how many choices the player makes in every combat encounter. I think about that a lot now, that all video games are already a series of choices whether they have a strong narrative or not.

Kapsilon


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