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Impact: How much they can change the game state.Temporality: How much time pressure there is to make the decision.Quantity: The number of options available with each decision.Frequency: How often decisions are made.Each of these have three parts – that I’ve thought of so far, anyway. 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). In thinking about this, I started classifying the differences in decisions. 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. 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.
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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. 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’s interesting to me, given all this, that players generally seem to prefer XCOM to XCOM 2. 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. 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 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. Each of these has extremely clear trade-offs. 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. 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.