“Freedom”, “open worlds” and “endless possibilities” are commonly heard buzzwords in gaming. The Peter Molyneux playbook of hype relies entirely on painting a picture of a world in which you can do anything.
But sometimes having too much choice can be bad. Malcolm Gladwell (author of Blink, and more recently Outliers) often talks about a study which tested whether offering more choice in a store would lead to more people buying a product, i.e. making a choice.
[Researchers] wanted to see whether the number of jam choices made any difference in the number of jams sold. Conventional economic wisdom, of course, says that the more choices consumers have, the more likely they are to buy, because it is easier for consumers to find the jam that perfectly fits their needs. But [the researchers] found the opposite to be true. 30% of those who stopped by the 6 choice booth ended up buying some jam, while only 3% of those who stopped by the bigger [24 choice] booth bought anything… If you are given too many choices… than your unconscious is comfortable with, you get paralyzed.
Another psychological experiment often cited by Gladwell measured people’s happiness with choices they’ve made. It turned out that people were actually less satisfied with choices they make if they were selected from a larger set of options. The more alternatives are presented to us, the more we worry about whether we made the right choice, and the more likely we are to have regrets.
Of course, in a game maybe you do actually want players to have countless choices so that they can experiment, explore and discover. On the other hand, you clearly want to avoid making players too uncomfortable or, even worse, paralyzing them with choice.
Have you ever been paralyzed by a game? I’m currently playing EVE Online for the first time and I’m feeling nearly overwhelmed by all the options available. My experience with starting EVE basically reminds me a lot of this Penny Arcade cartoon. There’s immediately so much to do that I don’t know where to start.
But it’s also possible to become overwhelmed within a smaller individual component of a game. On my second mission in EVE I discovered that my lasers had no charge anymore, so I had to go into the market (a fairly complex interface complete with historical price graphs and everything) and was faced with having to choose from dozens of different charges. Probably any of them would have sufficed, but the number of choices available was making me really unsure, and for quite a while took me out of the flow. I’d have liked if that game funneled me through a narrower possibility space before unleashing me into the open world.
Maybe someone could repeat the aforementioned jam experiment but with an RPG character creation screen. Players so often — and in my view, rightfully — complain about having to decide important stats and properties for their character before the game has even started yet. Choosing from ten races, thirteen signs, 21 classes, and distributing points along 21 skills is asking a lot from players who generally just want to start playing (those are the starting choices of The Elder Scrolls IV: Oblivion, which isn’t even a super hardcore RPG).
I’m wondering what the differences are between choosing from a set of very similar choices, or choosing from a set of dramatically different ones. Malcolm Gladwell likes to talk about the bazillion types of spaghetti sauce that exist today. What’s the difference between the rich & meaty and the chunky garden Ragú spaghetti sauce? The consequences of such a choice are unclear and it can be tough to make a decision (unless you don’t care or switch to George W. Bush Decider Mode). On the other hand, it’s a lot easier and more meaningful choosing between spaghetti sauce or mayonnaise. You can clearly do other things with the mayo than with the sauce. Wait, why am I talking about condiments?
Anyway, keeping that in mind, I quite like the notion of phasing the decision making process. For instance, in an RPG you can select a basic class (e.g. knight/wizard/thief) at the start and then gradually define more aspects of your character over time. Some games allow you to evolve your character class (that’s just a link to a random example) and pass it through various transformations. This allows you to make a choice between a small set of dramatically different options at the beginning and then gradually refine that choice over time.
Similarly, while I know that the whole point of EVE is that it’s really hardcore, as a player I’d have been more comfortable with having to choose from maybe three distinctly different types of charges, decide which one is right for my ship, and then have the option later to install a wide variety of mods to tweak the stats of the charge. Or even simpler, if EVE gave me a ship at the start that doesn’t support 90% of the available charges, which just causes them to be greyed out in the menus.
As a side note, choice (or at least, the way choices are presented) can also be an issue from a usability point of view. Usability experts such as Jakob Nielsen say that presenting no more than seven options in a list at a time is optimal. People can easily keep up to seven things in memory, but beyond that and you have to spend a lot more time scanning back and forth.
There’s a good post about the paradox of choice at Presentation Zen. Psychologist Barry Schwartz wrote a book about it, which I haven’t read, but it may be interesting. He suggests that more choices actually lead to less happiness, and if we substitute happiness with the word “fun”, maybe the same is true for games. I don’t think it’s far out to say that sometimes reducing the number of options can actually lead to more focused and elegant gameplay.
Image is (c) copyright Penny Arcade.
My name is Marek Bronstring and I'm Head of Content at Sega. You're looking at my mostly dead game design blog. I think this sidebar needs some more text so let me tell you what my top favorite animals are: 1) meerkats 2)
I’ve been thinking about the paradox of choice in the context of design lately and it’s definitely a hard problem. Presenting too few choices leads to cries of “linearity” but too many receives “excessive pointless complexity.” Finding that balance between too many choices and too few is difficult and likely will be best determined by a lot of iteration and testing. I suppose the thing to do (as you’ve suggest in other posts) is to design with this in mind and build in some flexibility when it comes to gameplay choices.
Came across your blog just today and it’s good stuff. Hope to crawl through the archives sometimes.
Nels Anderson
January 9th, 2009
Interesting thoughts put into a very well written piece. Ill have to sit on this one for a while. This sums up some experiences ive had with Fallout 3 and all the choices available.
Ultimately I think you nailed it when you mentioned usability in regards to Eve online. I think the game would be much more approachable by thinning out the options early on and allowing you to dig deeper as you become more comfortable.
RyanSylvestre
January 9th, 2009
Commenting on Eve..
Honestly, it does what you want it to do. I’m not sure how you got into the situation where you ran out charges on your lenses. The newbie ship weapons all have infinite ammo. Even the non-newbie lenses last for a very long time.
As for the types of lenses, there really are only a few. I can’t remember how many exactly, but it’s not much more than 3 - the huge variety you were seeing was variants and qualities. But if you’d browsed by category, you would have seen something like:
small lasers->lenses->normal (totally screwing up the names, but you get the idea) and under that would have been only the easy stuff.
But I do get where you’re coming from, Eve isn’t really intended to be a game so much as a lifestyle. That’s why I love it, but I can’t play it anymore until I can live there.
Jason
January 9th, 2009
Thanks for the comments everyone.
Jason: I get what you’re saying. I just used the charge as an off-hand example of an intimidating set of choices. I’d obviously go for the small/normal/plain vanilla categories but still had no idea which ones were compatible. Far from a dealbreaker of course. It’s actually weird that I had that issue because I’m still on my first newbie ship. Maybe something went wrong when I had to install an additional scanner for the second agent mission I tried. But it’s probably besides the point.
For the record, while in this post I was wondering what EVE could have done to make it more welcoming to newcomers, everything I know about the higher-level experience in that game sounds amazing. I often use EVE as an example that other MMOs could learn from, especially when it comes to relying on gameplay systems and emergent player/group/community behavior instead of quests and other consumable content.
Marek
January 9th, 2009
I’m not really sure that the EVE example is the best one to take given the current topic; even if the over-abundance of items wasn’t, by itself, a problem, the game still has an issue with displaying entirely too much information in general. Information may be nice for the hardcore players, but for anyone who is starting EVE Online for the first time just has their senses assaulted with endless numbers of options, graphs, information, and so on. That’s not really choice, that’s just what happens when you don’t put certain stats/information on a “need-to-know” basis (where need increases with player knowledge/familiarity).
The Oblivion example is absolutely perfect, though. The game asks you to pick from so many fundamental character skills/perks/abilities so much earlier than any new player would have had time to understand what any of them actually do. It’s kind of absurd.
Trent Polack
January 9th, 2009
There’s probably several closely related issues intertwined in my post, and I didn’t really separate them as well as I could. I mostly went with EVE because I was playing it just before I wrote the post.
You make a good point, though I would argue that information overload in the UI still relates very closely to choice — of course more from a UI navigation than a gameplay choice point of view. If a screen has a bunch of tabs because there’s so much information available, then those tabs become navigation choices that the player will have to consider. So, not only do you have to choose the right item that will affect the gameplay, you also have to choose the correct category in the sidebar, consider whether to click on the tabs, etc.
Marek
January 9th, 2009
Warren Spector wrote a good article about this a couple of years ago. It’s a good read, Marek, you might like it.
Kroms
January 10th, 2009
Very interesting article Marek! Every choice is about renouncing to all the other options, and that can be paralysing and leave you with a bad feeling once you’ve done it. The mere hollow appearance of choice is the worst, especially for explorer player types : in single player games, I have very often restarted another game after finishing it because I felt I had “missed” some things , only to find out it wasn’t really a branch, just a sideline coming back to the “main story”. At this point I felt I had all the downsides of the choice without any good aspect of it.
Diane
January 12th, 2009