Let’s talk about choice. A couple of weeks ago, I spent much of my freetime playing The Banner Saga, the crowd-funded strategy-RPG from Bioware vets, Alex Thomas, Arnie Jorgenson, and John Watson. In playing this game, I learned two things about myself. The first is that I’m terrible at strategy-RPGs. I shouldn’t say I learned this about myself. I’ve always known this. I just haven’t played one in so long that I forgot that I’m really terrible at them. Throughout my first playthrough I lost so often that the game offered to set the difficulty to an easier level. I’ve never been play-shamed by a game before. It did not feel great.
This poor ability to play the game leads directly into the second thing I learned about myself: specifically, I am a horrible leader. I learned this through the choices the game had me make as I played it, not only the choices I had to make in how I played the game, but also the in-game choices that helped shape the story. In every choice I made, people suffered. Or they died. Or they suffered and then they died.
That isn’t to say that I didn’t have fun playing the game. On the contrary: aside from my terrible, terrible skill in “playing” the game, I enjoyed it considerably. It has a fresh and unique setting, featuring gorgeous artwork and solid mechanics. I may be horrible at the game, but I loved every minute I played, and I can’t wait to play the sequel. It was the choices in the game, though, that stuck out most in my mind. I was struck not only by the amount of choices in the game, but also by what those choices — as well as the popularity of games that feature such choices — say about us, the people who enjoy playing games like The Banner Saga. Read the rest of this entry »