I’ve been playing a lot of XCOM 2 recently, and after a discussion on the differences between it and its precursor the other day I started thinking about the nature of decisions in games. In XCOM (the first one), you’re expected to make a few very clear-cut decisions in the strategy layer – what to research, what abilities to train, what missions to take, and so forth. Each of these has extremely clear trade-offs. The tactical layer, similarly, has fairly clear-cut decisions, though the effects of decisions can be a bit confusing – it’s not clear, for example, whether you’ll be able to see an enemy unit if you reposition, or see why your odds of hitting are particularly high or low. In XCOM 2, the strategy layer has more decisions with murkier effects: Rather than having a choice of three missions pop up periodically, events you can investigate are constantly popping up all over the map, and since it takes time to investigate these or to do anything else on the map you can realistically only get to so many of them. The tactical combat, however, is much more clear-cut: You can see everything that affects your shot percentages, and the UI will tell you whether you can see an enemy or not when you move, and helpful icons will show if you’re moving a soldier into harm’s way.

It’s interesting to me, given all this, that players generally seem to prefer XCOM to XCOM 2. I think there are a few reasons for this, but the confusing unquantifiability of XCOM 2’s event system is probably the main turn-off, especially nestled, as it is, within the highly regimented and quantifiable decision-making that defined XCOM and, to a lesser extent, its sequel.

It all just goes to make me think about the old Sid Meier quote (or misquote?) about a game being a series of interesting decisions. Though I love XCOM, a game with a relatively few important decisions, a lot of the games I like most have you making little decisions constantly, all of which add up to a big effect in aggregate. In a game like PlayerUnknown’s Battlegrounds, the decision to crouch or not to crouch, lean or not to lean, go full-auto or single-shot, equip an angled or a vertical foregrip, run into the circle at a 5 degree angle or a 6 degree angle, any one of these can be the difference between life or death – and that’s what makes it, despite its many flaws, still so fun to play for me.

In thinking about this, I started classifying the differences in decisions. In general, I think a decision in a game can be considered in two parts: One, how the decision is made (choice properties), and two, the effects of that decision (effect properties). Each of these have three parts – that I’ve thought of so far, anyway.

Choice properties:

  1. Frequency: How often decisions are made
  2. Quantity: The number of options available with each decision
  3. Temporality: How much time pressure there is to make the decision

Effect properties:

  1. Impact: How much they can change the game state
  2. Clarity: How evident these changes are beforehand
  3. Expression: How much the player can express themselves using the decisions

Different games prioritize aspects of decision-making differently. XCOM has medium-low frequency decisions with little temporal pressure and high impact and clarity, with little focus on player expression. The Street Fighter games have fairly high frequency of decisions, making choices at each moment of where to position yourself and which attack to use, with a fairly high quantity of different attack maneuvers, high temporal pressure and impact and moderate clarity (since move effects depend on what your opponent is doing) and a small-moderate amount of player expression… except, that is, in the menu where you select which character you want to use, which is a single (minimal frequency) choice with large quantity, no temporality, and huge impact, clarity, and expression. Super Hexagon is a game with extremely frequent decisions with almost no quantity (left, right, or neither), unbelievably high temporal pressure, high impact and clarity, no expression. The Walking Dead, Season 1 has low-frequency, low-quantity decisions, with some temporal pressure, moderate impact, relatively little clarity, but a huge amount of player expression.

Genres start mapping pretty closely to different decision models, when viewed in this respect. Strategy games prioritize low frequency and temporal pressure with high impact and clarity, tactical shooters like PUBG value high frequency, quantity, temporality, and impact with moderate clarity, RPGs like Fallout medium frequency, impact, and clarity, high quantity, low temporality, and extremely high expression.

From this viewpoint, it becomes clear why many of the decisions made in XCOM 2 rub people the wrong way. The decisions presented to the player in the strategic layer of the game don’t hew as closely to the ideal of what strategic gameplay decisions look like, and though they’re valid as a design in their own right, and I still find them enjoyable, and while they don’t necessarily make it a worse game, they may, in fact, make it a worse strategy game.

It’s important to know what sorts of decisions you want to present to the player, and what sorts of decisions they came to you to get. Trade-offs which may seem like good design when viewed through the lens of balance or of excitement may simply not fit the type of decision system the game is most suited to.

 

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