Level 6.1: Tips on Decision-Making

Things Not To Do

Before describing good kinds of decisions, it is worth explaining some common kinds of uninteresting decisions commonly found in games. Note that the terminology here (obvious, meaningless, blind) is my own, and is not “official” game industry jargon. At least not yet.

  • Meaningless decisions are perhaps the worst kind: there is a choice to be made, but it has no effect on gameplay. If you can play either of two cards but both cards are identical, that’s not really much of a choice.
  • Obvious decisions at least have an effect on the game, but there is clearly one right answer, so it’s not really much of a choice. Most of the time, the number of dice to roll in the board game RISK falls into this category; if you are attacking with 3 or more armies, you have a “decision” of whether to roll 1, 2, or 3 dice… but your odds are better rolling all 3, so it’s not much of a decision except in very special cases. A more subtle example would be a game like Trivial Pursuit. Each turn you are given a trivia question, and if you know the correct answer it could be said that you have a decision: say the right answer, or not. Except that there’s never any reason to not say the right answer if you know it. The fun of the game comes from showing off your mastery of trivia, not from making any brilliant strategic maneuvers. This is also, I think, why quiz shows like Jeopardy! are more fun to watch than to play.
  • Blind decisions have an effect on the game, and the answer is not obvious, but there is now an additional problem: the players do not have sufficient knowledge on which to make the decision, so it is essentially random. Playing Rock-Paper-Scissors against a truly random opponent falls into this category; your choice affects the outcome of the game, but you have no way of knowing what to choose.

These kinds of decisions are, by and large, not much fun. They are not particularly interesting. All three represent a waste of a player’s time. Meaningless decisions could be eliminated, obvious decisions could be automated, and blind decisions could be randomized without affecting the outcome of the game at all.

In this context, it is suddenly easy to see why so many games are not particularly compelling.

Consider the trivia game that popularized the genre, Trivial Pursuit. First you roll a die, and move in any direction, so which location you land on is a decision. Only a few spaces on the board help you towards your victory condition, so if you can land on one of those it is an obvious decision. If you can’t, your choice generally amounts to which category you’re strongest at, which is again obvious (or blind, to the extent that you don’t know what question you would get in each category until after you choose). Once you finish moving, you’re asked a trivia question. If you don’t know the answer, there is no decision to be made. If you do know the answer, there is a decision of whether to say it or not… but there is no reason not to, so again it is an obvious decision.

Or consider the board game Battleship which seems to keep coming up in our discussions. Just about every decision made in this game is blind. You are given no information on which to base your decision of what space to fire at. Once you hit an enemy ship you do have some information, but you still don’t know which direction the ship is oriented (horizontally or vertically) or where its endpoints are, so the decision is more constrained but not any less blind.

Or consider Tic-Tac-Toe, which has interesting strategic decisions until you reach the age where you master it and realize the way to always win or draw, at which point the decisions become obvious.

Here is an example of a meaningless or rather a forced decision.  Play Jain Snakes & Ladders Links to an external site., the precursor to Chutes and Ladders for five minutes. Ponder this: what choices does the player get?

What Makes a Good Decision?

Now that we know what makes weak decisions, the easiest answer is “don’t do that!” But we can take it a little further. Generally, interesting decisions involve some kind of tradeoff. That is, you are giving up one thing in exchange for another. These can take many different forms. Here are a few examples (again I use my own invented terminology here):

  • Resource trades. You give one thing up in exchange for another, where both are valuable. Which is more valuable? This is a value judgment, and the player’s ability to correctly judge or anticipate value is what determines the game’s outcome.
  • Risk versus reward. One choice is safe. The other choice has a potentially greater payoff, but also a higher risk of failure. Whether you choose safe or dangerous depends partly on how desperate a position you’re in, and partly on your analysis of just how safe or dangerous it is. The outcome is determined by your choice, plus a little luck… but over a sufficient number of choices, the luck can even out and the more skillful player will generally win. (Corollary: if you want more luck in your game, reduce the total number of decisions.)
  • Choice of actions. You have several potential things you can do, but you can’t do them all. The player must choose the actions that they feel are the most important at the time.
  • Short term versus long term. You can have something right now, or something better later on. The player must balance immediate needs against long-term goals.
  • Social information. In games where bluffing, deal-making and backstabbing are allowed, players must choose between playing honestly or dishonestly. Dishonesty may let you come out better on the current deal, but may make other players less likely to deal with you in the future. In the right (or wrong) game, backstabbing your opponents may have very negative real-world consequences.
  • Dilemmas. You must give up one of several things. Which one can you most afford to lose?

Notice the common thread here. All of these decisions involve the player judging the value of something, where values are shifting, not always certain, and not obvious.

The next time you play a game that you really like, think about what kinds of decisions you are making. If you have a particular game that you strongly dislike, think about the decisions being made there, too. You may find something about yourself, in terms of the kinds of decisions that you enjoy making.

What About Action Games?

At this point, the video gamers among you are wondering how any of this applies to the latest First-Person Shooter. After all, you’re not exactly strategizing about resource management tradeoffs in the middle of a heated battle where bullets and explosions are flying all around you.

The short answer here is that you are making interesting decisions in such games, and in fact you are making them at a much faster rate than normal – often several meaningful decisions per second. To compensate for the intense time pressure, the decisions tend to be much simpler: fire or dodge? Aim or move? Duck or jump?

Time limits can, in fact, be used to turn an obvious decision into a meaningful one. Another way I prefer to say this is that time pressure makes us stupid. For a more thorough discussion of action games and how skill relates to them, see Chapter 7 (Twitch Skill) in Challenges for Game Designers.

Emotional Decisions

There is one class of decisions that is useful to consider: decisions that have an emotional impact on the player. The decision of whether to save your buddy (while using some of your precious supplies) or leave him behind to die (potentially denying yourself some AI-assisted help later on) in Far Cry is a resource decision, but it is also meant to be an emotional one – and certainly, an identical decision made on a real-life battlefield would come down to more than just an analysis of available resources and probabilities. Likewise, the majority of players do not play through a game with moral choices (such as Knights of the Old Republic or Fable) as pure evil – not because “evil” is a suboptimal strategy, but because even in a fictional simulated world, a lot of people can’t stomach the thought of torturing and killing innocent bystanders.

Or consider a common decision made at the start of many board games: what color are you? Color is usually just a way to uniquely identify player tokens on the board, and has no effect on gameplay. However, many people have a favorite color that they always play, and can become quite emotionally attached to “their” color. It can be rather entertaining when two players who “always” play Green, play together for the first time and start arguing over who gets to be Green. If player color has no effect on gameplay, it is a meaningless decision. It should therefore be uninteresting, and yet some players paradoxically find it quite meaningful. The reason is that they are emotionally invested in the outcome. This is not to say that you can cover up a bad game by artificially adding emotions; but rather, as a designer, be aware of what decisions your players seem to respond to on an emotional level.