How People Act in Life

People choose between different actions. For example, they may decide whether to take a bus or ride a bicycle to work. Each person assigns a value to each option based on their own considerations. For instance, Mike, who cares more about the environment, might give 100 points to cycling, while Liam only gives 35 points.

Each option has a probability of success. Probability is never 100%, as even cycling can be affected by unexpected events, such as a flat tire. Probability is calculated subconsciously based on past experiences: "I've cycled to work many times and had a flat tire only once. But most days it's fine, so I'd estimate the likelihood of getting a flat tire at around 5%." All of this happens in a fraction of a second in our minds. The calculations are not necessarily accurate.

<aside> 💡 People tend to choose the option they perceive as having more value and a higher probability of success.

</aside>

How It Looks in a Game

In an open world game, the player chooses which mission to undertake: kill the Black Mage or the Troll. They assign value based on their own thoughts: "The Black Mage sounds interesting, let's see what that's about. [Curiosity gives, let's say, 5 points in favor of the Black Mage] And the Black Mage promises a bigger challenge [Desire to test oneself gives another 5 points in favor of this choice]." This is not a best example, but you get the idea.

At the same time, the player subconsciously calculates the probability of defeating the Black Mage. But they have no past knowledge for calculations. This is not like cycling. In the absence of information, we fill in the gaps ourselves, but real combat experience is gained only in the battle.

After gaining experience, subconscious calculations appear. Then, almost always, there is an opportunity to increase the probability of success because the player understands what this probability depends on. They level up skills, buy a better sword, try to find bugs in the game.

How to Use It in Game Development

A game contains a sequence of choices. People tend to choose what is most likely to bring them the most value (pleasure). So, if you want to help the player choose the right option, load that option with higher probabilities and values. However, provide enough information for the player to calculate what will give the highest probability and value. Also, it's better to study the values of the target audience. If you need a free storyline, the choices should be even less straightforward.

Nuances

Perceived freedom of choice. Don't give too obvious choices, like "Get $10,000 or not." Otherwise, the game becomes a movie because there's no real choice. It's about balance. A choice is more interesting (?) if different options with different number of a value points, for example, are compensated by probabilities to varying degrees.

Choice paralysis. If there are too many options, the player gets overwhelmed. I don't know the exact number of options that cause choice paralysis. ChatGPT writes that it depends on the situation and the person. There have been studies where choice paralysis occurred with 6 options and even with 3-4 action options.

Perceived control over the choice. The better a person understands the consequences of their choice and that these consequences will actually make impact, the more they feel in control. If they don't know the consequences, it's a blind choice. If the consequences of a blind choice is bad, the player will blame the game. Maybe a blind choice can work well in gambling games and depends on what kind of feelings you want to convey to the player.

Perceived sense of control. The better the player understands the consequences of their choice and that these consequences will actually make impact, the more they feel in control.

If the player doesn't know the consequences, it's a blind choice. If the consequences of a blind choice turn out to be bad, the player will blame the game. If the consequences turn out to be good, the player will feel lucky, but still not in control.

Maybe a blind choice can work well in gambling games and depends on what kind of feelings you want to convey to the player.

Other posts:

How not to overdo with puzzles

‣