Tension and Interesting Decisions
Sid Meier’s famous quote that “games are a series of interesting decisions” rests at the core of how many designers understand their craft. But we seldom examine what makes decisions interesting. Intuition can take us pretty far, since we all have plenty of experience with tough choices we’ve had to make throughout our lives, in games and out. But the structure of these choices, and how to design such choices in a controlled environment like a game, is seldom discussed in much detail. Three freely available pieces of media that have tried to tackle this problem in games design are Jon Schafer on what makes decisions interesting., Ian Schreiber’s tips on decision-making, and Sid Meier’s GDC Talk on Interesting Decisions (Leigh Alexander’s summary). I find all of these to be vague and unsatisfying. This article is my attempt to build up a theoretical groundwork for interesting decisions in strategy game design.
