Games are, generally, engines for responding to player input. Whether the game feels good is largely a matter of how robust the response is – robust both in how closely it interacts with the player’s input and in how well-constructed it is. A systems-driven game would be primarily the former, capable of reacting to a wide range of different situations in ways which are individually rather shallow but, in interaction with each other, can be rich and complex. Linear narrative games, on the other hand, focus on the latter, only responding to a narrow range of inputs but responding with content that has had a great deal of thought put into it.

Let’s disregard linear narrative games for the moment, because what I’m interested in right now is that idea of responsiveness. Every time you, the player, takes an action within the game and the game responds to it, that just inherently feels pleasurable, the pleasure of a toddler dialing a fake phone or ringing the bell on a bike. Doing something, and something happening in response, is an intrinsically pleasing act.

Now, games try to be ambitious in all sorts of interesting ways, and one of the most popular is having some sort of morality system: Do Good things and good things happen, do Bad things and bad things happen. There are a whole lot of conceptual problems with this, some of which I’ve gotten into before, but a huge fundamental flaw with these systems as a form of messaging is that there’s no way bad things can happen in a game – that is to say, there’s no way that a game’s reaction to your decisions can really be ‘bad’ because the mere fact that it is responding to your decision is pleasing to the mind on a fundamental level. When you’re playing Deus Ex, you don’t get flustered or upset because JC Denton got in trouble with his boss for poking around in the women’s restroom, you’re just pleased the game noticed something you did. You can’t even really punish the player by making things more difficult to them, because at that point you’ve given them a challenge run – this is fairly directly critiqued in the genocide story path in UNDERTALE (I’ll avoid getting into specifics here for spoiler reasons, but you can read my thoughts on it, among other aspects of the story, here).

It seems that the best way to discourage a player from taking an action is merely to fail to respond to it at all, rather than punish them or shame them for it: After all, many people find punishment and shame quite enjoyable under safe circumstances. Perhaps this tendency, rather than actual narrative success, is what has preserved the morality system in games – but I digress. In Far Cry 2, there are various animals wandering the deserts and forests you’re exploring and fighting through. The developers didn’t want the players to hurt or abuse animals for fun, so they just made them so they dropped dead if anything happened to them. This lead to some amusing scenarios where a deer would occasionally get bumped with an open car door and immediately be stricken dead, but at least served the purpose of keeping the animals from being cheap physics toys for the players to amuse themselves with.

None of this is an argument to disinclude consequence or morality from your game: After all, we include these ideas in other narrative forms all the time, just with no expectation of the audience to feel personal shame or chagrin for the actions undertaken. I would relinquish any idea of making the player ever regret taking an action in a video game on the basis of that action’s consequences: There can be no such thing as punishing a player with the consequences for their actions when consequences are just so delightful, regardless of their intent.

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