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Balancing Choice in Game Design

Epic Games’ Senior Designer Jim Brown deconstructs the psychology of level design and explains how to give players autonomy by taking it away. Influences of Choice Paradox of Choice: Choice is essential to player autonomy, but too much can break a player’s flow state and leave them overwhelmed. Availability Heuristic: The tendency to believe that […]

Epic Games’ Senior Designer Jim Brown deconstructs the psychology of level design and explains how to give players autonomy by taking it away.

Influences of Choice

  • Paradox of Choice: Choice is essential to player autonomy, but too much can break a player’s flow state and leave them overwhelmed.
  • Availability Heuristic: The tendency to believe that whatever is easiest to recall is the best foundation for future predictions.
  • Sunk Cost Fallacy: Perceived investment in a goal compels a player to continue towards that goal regardless of obstacles or alternatives.

Guiding Choice Through Design

  • Agency vs Autonomy in Gaming
    • Agency is the capacity to choose.
    • Autonomy is the capacity to make an informed choice you endorse.
  • Choice vs Simple Decision Making
    • Real choice gives players autonomy and makes them responsibility for an outcome.
  • The Peak-End Rule: Players judge an experience by how they felt at its peak and end, rather than by averaging the entire experience.
  • Multiplayer games create the most autonomy because the choices of each player directly affect others.
    • Respect the paradox of choice to maximize the multiplayer format.

Create Meaningful Decisions

  • Design Without Intent
    • Give players options, not influences, so that they can make their own choices and find meaning in their outcomes.
  • Avoid Chain Decisions
    • Spread out important choices so that players can process peak and end points.
  • Second-Order Decisions: Premeditated decisions designed to reduce the problems of real-time decision making.
    • Players find their own path, make their own memorable peak and end points, and construct unique meaning from that experience when given the space to make second-order-decisions.

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