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The short version is that game players are often presented with what looks like a huge number of choices, but because those “choices” all boil down to different ways of accomplishing the same thing, the “choice” is really just a calculation of which method is the best for accomplishing a given goal. I’ve talked about this previously and you should also check out this episode of Extra Credits. One common mistake among game designers is to mistake calculations for choices. The good news is that these two factors easily end up feeding into each other: Making a tough choice will immerse the player into the experience, which will make them care more about the outcome of future choices, which will make those choices tougher, which will further immerse the player into the experience… and so forth.
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(This is based on a fundamentally limited understanding of how to implement choice consequences in video games, but that’s a topic for another time.) The bad news is that the former is fleetingly rare and the latter is seen as exponentially increasing development costs.
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Second, the choice needs to have real consequences. First, you need to sufficiently immerse the player into the game world that they care about the outcome of the choice. Control your reading accordingly.Ĭreating tough choices in a video game is hard work. Then, I’m going to talk through some MAJOR SPOILERS for the end of the game. First, I’m going to do a pass on some MINOR SPOILERS for two of the loyalty quests in Mass Effect 2. To do this, obviously, I’m going to need to discuss some spoilers. It is not, however, without flaw and today I want to talk about one of them: The negation of tough choices. It is also, through the virtue of its immersion, one of the most intense narrative experiences I’ve ever had. It is, hands down, one of the greatest video game experiences I’ve ever had. I’ve been playing through the Mass Effect trilogy over the past two weeks.