“A game is a series of interesting decisions.” We all know this famous assertion made by Sid Meier (does anyone know when and in which context he said it, or do we just have to take it for granted because it has been repeated so many times that it became its own truth?), but what did he mean by “interesting decisions”?
Let’s take strategy games, maybe the more “gamey” genre of game, or at least the one closer to traditional games, and the one Meier is renowned for: they’re a precarious balancing act, where every decision must lead to various consequences, preferably with some degree of unpredictability, or else there’s no strategy at all, just an optimal tactic that will work in every situation. But in a narrative-centric game, what makes a decision interesting is completely different, and is not necessarily coherent with what would be best from a purely ludic’s perspective: for example, it is not always wise to present equally seductive rewards when a player has to choose between a “good” and an “evil” option. The designer would say we should not penalize a player for prefering one or the other path, because who will want to be “good” if the game becomes dull or too hard or too easy? But what does it say, from the point of view of ethics, when a game presents such “interesting decisions”, based on a system of rewards?
