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choice.jpgMy little girl, age three, seems to be neither more or less interested in playing structured games than any other three year old. She likes to get my “grown up” game off the shelf and play with the pieces though - recently a couple of cavalry pieces from Battles of the Third Age became horsies and a board of Helms’ Deep became a fair. But I digress. Recently I played two games with her in consecutive days that made me think, very hard, about an aspect of game design which has become so sacrosanct as to be almost a religious commandment: the need for a game of any length to present the players with “meaningful choice” in order to be a good design.

We’ll return to gaming with a three-year old later. First we’re going to take a good look at the concept of “meaningful choice”. On the face of it, the need for this to be incorporated into a strategy game design seems stupidly obvious. The very word “strategy” game means that in order to fit in to that hallowed category the player must be able to make decisions about the play which, if good, boost his chances of winning or, if poor, reduce those chances. When I first heard this term, way back when, it seemed to patently obvious that I accepted it without question. In all my years of gaming since then I’ve treated it as the basic yardstick by which you judge a game. It doesn’t matter to me if a game is very random, or very complex, or very chaotic or takes a while to play. As long as there is some sizeable element of meaningful control by which the choices a player makes impact directly on his chances of winning then the game just about passes muster as a game I’ll play, even if I have to play it under duress.

As far as I can see this has always been the reason why games such as Talisman attract such a sizable amount of hate. I’m not a massive fan of the game. It irks me that however good a story the game can weave together I have pretty minimal control over what’s happening to my on-board proxy. I don’t hate the game myself - I’ll play it for the fun narrative - but I can understand exactly where the haters are coming from. Stick in some meaningful choice into the game - as designers have done in titles like Return of the Heroes and Prophecy and you’ll get a better game, right? Well, funnily enough I’ve played a number of those ”Talisman but with added meaningful choice” games and for the most part they’re fun but no, they’re not particularly better than the venerable old classic which clearly inspired them. There are lots of reasons why you might prefer one game over another - theme, length, mechanics - but in this case these are all pretty comparable to Talisman and I do like the idea of a fantasy adventure game. So why didn’t the addition of meaningful choice make it better?

On the flipside we have almost entirely non-random games like Dune in which virtually every decision smacks of meaningful choice. When I first read about Dune it seemed I had found gaming nirvana: here was a title that allowed me to do all my favourite things like plot, backstab and sweep across the board with huge armies of ululating warriors and yet had done away with such frivolities as dice and packed the often unreliable “dudes on a map” genre with a gargantuan helping of meaningful choice. It took me a long time between reading about the game and getting to play it, and when I finally did so I got a nasty shock. It’s a very good game indeed, but I found the sheer amount of hidden information in the game frustrating. There was no randomness in the mechanics but the paranoia-inducing manner in which the game feeds different tidbits of information about the game-state to individual players but allows no-one to know the whole story meant that none of the decisions I was making weren’t as meaningful as I’d hoped. I was guessing, operating in the dark. Here was a game in which the supposed panacea of adding more meaningful choice hadn’t actually managed to automatically elevate the game above its peers at the top of the diplomatic wargame genre.

These sorts of ideas had been slouching around in my head as they tend to do until one weekend when I played some games against my daughter. First of all we played a game called Crazy Chefs which is about her favourite game in the world. It’s a simple memory/set collection affair where you lay a bunch of ingredient tiles face down, mix them up and then select them one by one trying to collect the ingredients you need to make a dish. She loves the surprise of turning the tiles over. Then we played The Very Hungry Caterpillar Game which is one of the most lamentable games it has ever been my misfortune to encounter. You spin a spinner and move and that’s pretty much it only it managed to be worse than all the other childrens’ roll-and-move games you know because the presentation is shoddy, the rules unclear and there’s a nasty gotcha space at the end which will either traumatize your child or make the game pointless depending on how you interpret the rules. She played half a game of that and then got up and did something else instead. Even she thought it was boring.

And that’s when it hit me. We both like Crazy Chefs and I had a fun time playing it against her even though its clearly aimed at people one-tenth of my age. We both thought The Very Hungry Caterpillar Game was dull even though it too is clearly marketed at young children. What’s the difference? Choice. Not choice which is meaningful in any way, shape or form but simply choice. In Crazy Chefs we get a choice: we get to choose which tile to flip and even though the game is entirely random and the choice meaningless the act of making it alone involves us both in the game. We’re there. We’re chefs trying desperately to be the first to gather the food together to feed our hungry customers. In the other game, the name of which I can no longer be bothered even to cut and paste, there is no choice and we are merely observers of the course the arbitrary nature of the game forces us to take. This is boring, even for a three year old.

So the answer to the conundrum over meaningful choice is that it’s overrated. Choice alone is enough, just, to make a satisfying game so long as it’s combined with other ingredients such as variety, or a good story, or the simple pleasure of enjoying a game with your offspring. When viewed in this way a lot of seemingly mysterious opinions about games become clear. Why is it, for example, that gamers are generally very tolerant indeed of high randomness and lack of “meaningful choice” when it comes to short games but still find something like LCR appallingly dull, even though it offers no more strategy and takes no longer to play than any number of quick push-your-luck type games? Because it offers no choice and thus excludes you from the game. Why is it that out of two games which are effectively about telling stories, Tales of the Arabian Nights is adored and The Ungame is reviled? Because the former offers choice and the latter offers none. None of it is that simple of course - in the latter coupling we’re putting up a richly-themed game against a feeble attempt at cashing in on parents worrying about sibling rivalry but nevertheless I don’t doubt that the choice factor partly explains the vast gulf in opinions about these games. And of course it explains why people continue to play and love Talisman over any number of supposedly more modern clones that offer players more strategy: because the act of choice itself is all that really matters.

The reason for this is because “meaningful” can actually apply to a number of different aspects of game play. When the phrase is trotted out it is universally taken as meaning strategic choice, but an in-game choice can be meaningful in other ways. Let’s go back to Talisman again for an example. Imagine that I’m trying to reach the City space but I’m on the other side of the board in a position where one direction is slightly, but not a lot, nearer to the City than the other. When I roll and make a choice about what direction I want to move in, I’ll take the one which is nearer the City every time. In reality of course, given the random nature of movement in Talisman and, perhaps more importantly, the need to roll an exact number to hit the space I need, the choice is strategically empty: the point at which I reach my goal will almost certainly be determined by the dice, not by the direction in which I choose to go. But as a player I feel like I’ve made an important choice because the game is telling a story, and in that story the protagonist wishes to go to the City and so I have made the only choice I can which fits the tale that is emerging from the game. There is another important aspect here which is that the choice also carries the illusion of meaning: the shorter route does in fact increase my chances of reaching the City faster but by such a tiny margin as to be effectively meaningless. But because the focus of the game is on the fun and the narrative rather than the strategy, that choice takes on a greater significance than it actually has. Don’t underestimate this effect: in many multi-player conflict games which are full of apparently strategic choice your actions can be completely torpedoed when another player makes an unexpected decision and this can happen multiple times in a game such as the example I offered earlier of Dune.

Lest anyone be mistaken, let’s be clear: I’m not suggesting that strategic choice is a bad thing. Merely that it’s overrated and that if other aspects of a game design are good enough a simple act of choice is really quite enough to make a game very good indeed. It seems to me that the constant use of “meaningful choice” has become a tyranny, an unconscious, widely-accepted and rarely questioned driver toward creating ever more “strategic” games when the concept isn’t actually a pre-requisite for making a successful or entertaining game. It’s amazing how just having to make a choice is enough of a starting point to draw players into the game, make them feel like they’re involved in what’s going on rather than mere spectators. I’ve stopped being so bothered about “meaningful” choice and become, simply, pro-choice. Won’t you join me?


Matt is the founder of Fortress: Ameritrash. He is also a regular columnist for Board Game News.

Click here for more board game articles by Matt.

 

Comments (15)add comment

Jazzbeaux said:

Jazzbeaux
...
Choose your Fate, simple enough.

Sam
November 16, 2009

Zimeon said:

Zimeon
...
I am baffled. You hit the head on the nail. But when you say it, it's so frigging obvious that it's amazing that your point isn't general knowledge. That's it. Choice. It doesn't have to be meaningful, it just has to be choice. Of course. I can't imagine I haven't realized this before.

That explains why Dungeonquest also holds still. It has even less choices than Talisman has, but it has choices. And that's why the old Dungeonquest is better than the new version - the old version had more choices, because it had more cards to draw (or not to draw).

Thanks for pointing it out. I am a little less stupid than I was yesterday.
November 16, 2009

mikoyan said:

mikoyan
...
Even the games that are touted as having meaningful choices really don't have that much choice. I mean take Agricola. Yes, you have lots of choices but many times those choices have pretty much been made for you by what the other players do, so you have to adjust hwat you are trying to do based on what they do. In that sense, it's no better than Talisman where your only choice is which way you're going to go. In a game like Talisman or Arabian Nights, yes your choices at the time are little choices but in those games you have to think of the bigger goal. What choice will get you nearer to that goal.
November 16, 2009

Michael Barnes said:

Michael Barnes
...
Fantastic. I'm always glad to see some of the modern myths of hobby games exploded, and this is one nobody's really gone after yet.

Yes, "meaningful" choices are hugely overrated and likely nonexistent, and it's merely a way for people who like one type of game to discredit and devalue another- just like the whole anti-luck crusade. It's also a concept that I think is more important for people who game to experience vicariously through a game what it feels like to win something or to impress their friends with their oh-so-superior intellect through games. If you're like me, at least, and you game to have fun then "meaningful" decisions are practically a laughable concept.

I get the idea that games can have higher degrees of strategy or more impactful decision points, but ultimately that registers as a big so what to me anyway. When we played RAILWAYS OF THE WORLD the other night, there were a lot of what some would call "meaningful decisions", but ultimately, a lot of them didn't have a lick of significance and the guy who just wanted to be stubborn and control one company through the course of the game just to spite everybody else won. And nobody, not even the winner, really cared about winning. We just had fun.

So the only "meaningful" choice of the evening was to play the game in the first place.
November 16, 2009

Aarontu said:

Aarontu
...
Nice. Is this in "Rants & Raves" Because there is no "Mythbusters" article category?
November 16, 2009

Juniper said:

Juniper
...
This is a terrific article.
November 16, 2009

severian said:

severian
...
I enjoyed the article as much as the previous commenters. It goes some distance towards crystallising a concept that maybe alot of us have felt instinctively, but been previously unable to articulate. I'm guessing it'll ring true for loads of people here.

And I think it's a seam worth mining further. It might be possible to categorise the types of choices which games offer, by way of casting more light on the reasons why you like some games better than others (on top of all the usual considerations regarding theme, components, interaction, downtime etc).

For example, as the others have said, I don't think "meaningful" is a useful categorisation. It's too subjective, and besides (as Michael says) it's too often invoked by gamers who want to coat their gaming preferences with a veneer of intellectual justification (see almost any of post by the BGG Age of Steam riders of the apocalypse).

But I can think of two other axes against which game choice may be plotted:

(1) size/lifetime of consequences - how commital is each choice and/or how long does the effect last for? Does one false move usually lose the game, or do I have to fuck up a few times before I'm completely doomed?

(2) predictability of consequences - I know my choice is going to make a difference to the game state, but how possible is it for me to predict the effect? Factors which inhibit prediction may be randomization (via dice, cards or whatever), hidden information or a decision tree that's just too large to be analysed.

I suspect top-of-the-range snobs who rail against lack of "meaningful" decisions are often complaining about one or both of these: they prefer games which are strategic rather than tactical (consequences of choices last longer); and they prefer games where effects of consequences are deterministic (perfect information games etc).

Personally, I like games with plenty of choices where the effect of each choice is considerable but not game-losing; and where the effects are just unpredictable enough to require that I play by instinct rather than knowing I'll lose if I don't analyse sufficiently. Tho, like most people, I'm willing to tolerate more or less of these features depending on the game length...
November 16, 2009

SenorOcho said:

SenorOcho
...
I guess I haven't been hanging out in the same places as you guys. The only place I've heard of "meaningful choice" was over on the BGDF, where it was opposed to "phantom choice"- choices that aren't really choices at all.
Of course, tying the choices to the theme is a pretty big deal too. Wallenstein/Shogun is a pretty bad offender there- themed as a wargame and one of the most hyped components is a battle resolution system, yet fighting doesn't do ANYTHING for you.
November 16, 2009

MattDP said:

MattDP
...
Glad you all enjoyed the article. You might be interested to check out the discussion of this piece on BGN which is, naturally, going in a slightly different direction to that found here.
http://www.boardgamenews.com/index.php/boardgamenews/comments/matt_thrower_the_tyranny_of_choice/
November 16, 2009

Juniper said:

Juniper
...
Glad you all enjoyed the article. You might be interested to check out the discussion of this piece on BGN which is, naturally, going in a slightly different direction to that found here.
http://www.boardgamenews.com/index.php/boardgamenews/comments/matt_thrower_the_tyranny_of_choice/


I think that Larry missed the point of your article.
November 16, 2009

ubarose said:

ubarose
...
I think this may be my most favorite Matt article ever!
November 16, 2009

maka said:

maka
...
Interesting article. I generally agree with you in that choice (however meaningless) is clearly better than no choice at all, but I usually enjoy meaningful choice better. Of course, when playing with my kids, it's different.

But I'd like to point out that Return of the Heroes doesn't really come from the Talisman tradition. It's much more similar to the earlier game, Magic Realm in all its elements. For example, in Talisman, the story is told using flavor text within the cards while in Magic Realm and Return of the Heroes, the story emerges from the actual game interactions and the pieces themselves have no flavor text at all. For some this makes the games more dry, but to me it is what gives you the freedom of really creating a new story. That's why Magic Realm session reports are so fun to read.

Still, Return's simpler approach hurts this storytelling aspect and while it is easier to play, it is not as engaging as the original, and it is a worse game also because Magic Realm, with its complexity, offers the players many more meaningful choices smilies/cheesy.gif
November 16, 2009

waddball said:

waddball
...
Yes, "meaningful" choices are hugely overrated and likely nonexistent,
Where are you going with this? Meaningful choices exist all over the place, in all sorts of games, in varying degrees. It's not a terribly vague term. It just means: do your choices matter at all? Quantifying the amount of "meaning" is usually hard, and I think (hope) that's what Matt was on about in his penultimate paragraph.

Personally, I just want there to be some impact. The amount and the correlation with depth, complexity, etc. can vary wildly (for me), but the absence of real choices saps a lot of tension and interest. I'm no longer invested in the process or the outcome. Lack of meaning seems like a classic example of the game playing you, or being "merely" an activity. I don't have anything against activities, per se, but they shouldn't be disguised as competitive games. In any case, I don't think it's at all hard to understand why people want their choices to matter, regardless of the outcome.

and it's merely a way for people who like one type of game to discredit and devalue another- just like the whole anti-luck crusade.
This seems vastly overstated. If anything, luckless abstracts seem less popular than ever. Most euros have a chunk of luck, but they disguise it or change the way it colors the game. Are you sure it isn't you who is discrediting and devaluing a particular type of game?
November 16, 2009

mikoyan said:

mikoyan
...
There are varying degrees of choice. If you are playing a game, all of them are meaningful to some degree or another. Take Monopoly. Yes, you don't really have a choice where you're going to land but you do have a choice whether you are going to buy property or not. Then you have choices of whether you are going to trade or not and how much you are going to give up to get the property you want. Tehn there is building, etc.

Then there are the choices you have in a game like Agricola or Caylus. I think in both cases, you are pretty much locked into your choices based on what the other players are going to do. I don't think they are much bigger choices than Monopoly.
November 17, 2009

Shellhead said:

Shellhead
...
I will choose free will.
November 17, 2009

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