
Learn: Profession Narrative Designer
Learn moreSince its release in October 2010, Fallout: New Vegas has taken a worthy place in the rankings of the best role-playing games. Video essays have begun appearing on YouTube highlighting its complex RPG system and wide range of narrative choices. However, no one can speak about this game better than its creator, Josh Sawyer, game director at Obsidian Entertainment. In this text, we present a summary of his lecture on the architecture of choice, player expression, and narrative design of Fallout: New Vegas. This work has become a role model in the RPG genre, offering players the unique opportunity to influence the story and develop their characters according to their personal preferences.
- Dialogue Branches
- Choice Conflict
- Systemic Approach
- Conclusion
Dialogue Branches
Josh Sawyer shares his opinion on video game dialogues, classifying them into three main types. Each of these types plays an important role in creating an engaging gaming experience. The first type is linear dialogues that follow a predetermined script, allowing the player to focus on the plot without the possibility of choice. The second type includes interactive dialogues, where players can choose responses, which affects the development of the plot and interactions with characters. The third type is dynamic dialogue, which adapts based on the player's actions and decisions, creating unique gameplay situations. These categories help developers better understand how dialogue can impact player engagement and the overall feel of a game.
- Linear, or cinematic: the player has no influence on the flow of the conversation or the plot (example: Uncharted series).
- Expositional: the player chooses a conversation topic with a character or a quest to take on (example: Diablo series).
- Dialogue trees: the player determines the course of the conversation and its outcome (example: Mass Effect series).
In recent versions of games, dialogue can branch, return to the starting point, change the plot, and even affect gameplay, for example, depending on the choice of method for completing a quest. Dialogue trees are a complex mechanical system, making them a rarity in the industry.

Dialogue trees play a vital role in organizing and structuring information. They allow users to navigate complex interactions and simplify decision-making. Sawyer notes that there are several key benefits to using dialogue trees. First, they help visualize different scenarios and options, making it easier to understand complex topics. Second, dialogue trees promote effective communication by allowing users to quickly find the answers they need. Finally, they can serve as a powerful learning tool, providing a structured approach to exploring new concepts and ideas.
Good dialogue in a game is an essential element of gameplay. Properly designed dialogue can engage the player and make them consider the consequences of their decisions. Effective gameplay requires not only interactivity but also a deep understanding of character interactions, making dialogue a key tool for creating engaging and memorable gaming experiences.
Sawyer claims his interest in nonlinear narrative began as a child, when he encountered the Choose Your Own Adventure books. Published by Bantam Books from the 1970s to the 1990s, these books became a significant source of inspiration for him and opened up new storytelling horizons. Nonlinear plots allowed readers to make decisions that influenced the course of the story, marking a significant step in the evolution of interactive storytelling.
These books featured complex plots in which the reader participated in the development of events by choosing from options presented at the bottom of the pages. Each decision made influenced the outcome of the story, leading to one of many endings—both positive and negative, including the possibility of the protagonist's death. Readers dissatisfied with negative outcomes quickly found ways to change the outcome.
Choice Conflict
After reading a few of these books, even if you weren't a stupid child, you probably started sticking your finger between the pages before making a choice, notes Josh Sawyer. This behavior is reminiscent of abusing save and load mechanics in games. In both cases, players and readers are encouraged to explore different options and the consequences of their decisions, making the experience more engaging and interactive.

Readers of the Choose Your Own Adventure series pioneered the concept of save-scamming, which we've already mentioned. Interestingly, the approach to creating nonlinear narratives has remained largely unchanged since then. Despite some cosmetic updates, the fundamental challenges of nonlinearity remain the same. This situation highlights the difficulty of developing engaging and interactive stories that truly reflect user choices and their consequences.
Sawyer argues that problems in role-playing games often arise from conflicting choices, which manifest as a contradiction between the game's goals and the player's desire to role-play the character. For example, if you decide that your protagonist will be a caustic cynic with sharp comments, this can make interactions with other characters difficult, as no one will want to tolerate rudeness. This conflict highlights the importance of balancing character personality and gameplay, a key aspect of successful role-playing game design.
The game designer emphasizes that when creating games, it's important to consider the character's concept so that it fits the overall structure and mechanics. When a character doesn't fit into the game, it can negatively impact player experience and interaction. For example, he cites two games that, in his opinion, face this problem. These games demonstrate how a mismatch between the character and the game world can lead to a decrease in player interest and engagement. The right combination of character design and gameplay elements is crucial to creating a successful gaming experience.
- Deus Ex: Human Revolution, where dialogue often feels like a puzzle: you need to find the right line at the right time to persuade your interlocutor.
- Fallout: New Vegas, which highlights the best response options using the famous [Speech 50] or [INT 6] indicators.
Tabletop role-playing games such as Dungeons & Dragons, GURPS, World of Darkness, and Shadowrun provide unique and rich experiences. These systems, which Sawyer developed an interest in during his school years, allow players to immerse themselves in fascinating worlds and develop their characters within gripping stories. Tabletop RPGs offer the opportunity to interact with other participants, developing skills in teamwork and creative thinking. Each game has its own features and mechanics, which makes them attractive to a wide audience of role-playing enthusiasts.

A game designer shares his experience: "My fellow players and I particularly enjoyed 'breaking' storylines. The ability to kill the quest giver and dump their body in a pit while still allowing the story to continue was truly satisfying."
Recreating freedom of choice in video games without a dungeon master is a challenging task. However, when developers achieve this, players experience deep satisfaction, knowing that their decisions have a real impact on the gameplay. This creates a unique experience that engages and involves players, allowing them to feel like they are truly participating in the story.
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Players note that they particularly enjoy the moment when they manage to 'break' the game's plot. This creates a unique experience and adds an element of surprise, allowing alternative paths to be explored. Successfully overcoming narrative constraints opens up new possibilities and makes gameplay more engaging.
Sawyer highlights classic Black Isle games, such as the first two Fallout games and Planescape: Torment, as examples where players were given a wide range of choices to play different characters, including antagonists. He emphasizes that in these games, player actions had consequences, as NPCs reacted to bad behavior, but the game itself did not impose harsh punishments for such actions. This created a unique atmosphere that fostered deep engagement and allowed players to explore their characters' moral dilemmas.
Modern role-playing games offer a unique freedom of choice that requires careful preparation and a thoughtful approach. To maximize the potential of a role-playing experience, it is important to consider scenarios, characters, and interactions in advance. This will create a fun and dynamic gameplay experience that will be interesting for all participants.
Systems Approach
To describe his approach to creating non-linear narratives in games, Josh Sawyer refers to a quote from economist Richard Thaler in his book Nudge: The Architecture of Choice. This work emphasizes the importance of choice structure and how it influences decision-making. Sawyer applies these ideas to game design, creating stories that allow players to make conscious choices, forming unique stories and interactions. This approach not only enriches the gaming experience but also promotes greater audience engagement. Non-linear narrative becomes a powerful tool that allows players to explore different scenarios and outcomes, which makes each gaming session unique and engaging.
Choice architects can be likened to building architects. For example, it is impossible to create a completely neutral building; such buildings do not exist. Every building includes elements such as doors, elevators, and restrooms that directly influence human behavior. Thus, choice architects, like building architects, shape the environment in which decisions are made, and every decision, every detail, matters. This underscores the importance of conscious design to guide people's behavior and preferences.
To create a choice architecture in a video game, a game designer must first develop its individual elements. This process involves several key steps. It is important to first identify the core mechanics that will influence player choices, and then create unique scenarios and consequences for these choices. Each element must be carefully designed to provide an engaging and interactive experience. Thus, a high-quality choice architecture contributes to increased player engagement and improves the overall perception of the game.
Choice in video games can be classified into two main categories: character choice and action choice. Character choice refers to the player's ability to determine who they will play as, which can impact their playstyle and interaction with the world. Action choice refers to the decisions the player makes during the course of the game, which often impact the plot, development, and ending of the game. Both types of choices play a key role in creating a unique gaming experience and increase user engagement, allowing them to tailor the game to their preferences and style.
- Tactical choices lead to immediate, short-term consequences. For example, a bandit extorts money from you, and you have several options: pay, fight, or intimidate him into leaving you alone. These "forks" typically require extensive scripting, as the game then directly responds to your actions.
- Strategic choices influence the player's long-term position in the game world through mechanics that Sawyer calls indirect response systems. These could include karma, reputation, relationships, and so on. For example, if you decide to shoot a bandit, the rest of his gang will hunt you down, but their victims will call you their hero.
Sawyer draws a parallel between strategic decisions and a bank account: your small actions accumulate and ultimately lead to significant consequences. In New Vegas, you can interact with both the Legion and the NCR, but at some point you will have to make a final choice in favor of one faction, which will lead to a severance of ties with the other. This approach emphasizes the importance of each of your decisions and their impact on the further development of the plot and gameplay.


At this point, it's crucial to communicate the consequences of their decisions to the player. Game designers advise keeping players intrigued while providing them with general information about what might happen. Surprise them with unexpected plot twists, but avoid situations that could evoke negative emotions. The right balance of surprise and clarity will help maintain player interest and ensure a positive gaming experience.
It's important not to ignore the consequences of in-game decisions, as they play a significant role in how the game is perceived. Sawyer emphasizes, "Most players recognize false choices." This suggests that realistic and meaningful decisions can significantly increase player engagement and satisfaction. Game mechanics must be carefully designed to ensure players feel their actions and choices matter. Create an intriguing experience for players while providing them with a general idea of what's to come. Surprise them with unexpected twists, but avoid situations that might cause irritation. This approach will help maintain interest and engagement while maintaining a positive gaming experience. For choices in a game to remain engaging, they must include elements of sacrifice. The developer emphasizes: "The idea is that the player should gain more than they lose. However, it's important to feel like you're making a trade-off." This approach allows for a deeper, more layered gaming experience, where every decision has its consequences, significantly increasing player engagement and making the decision-making process more meaningful. The "agony of choice" occurs when the player weighs various options and decides which one is best for their character. In this process, there is a risk of slipping into one of two extremes: either hesitating for too long, which can lead to a loss of interest in the game, or making hasty decisions that negatively impact character development. A balance between carefully weighing options and confidently choosing is key to a successful gaming experience.
- "Sophie's Choice." The player chooses between two equally bad options, just like the heroine of the novel of the same name, who was forced by the Nazis to decide whether to sacrifice her son or her daughter.
- Jesus/Hitler. The player can only play as unambiguous heroes or absolute villains. This doesn't create a real moral dilemma - and if you want to be villainous, you can do it without the help of a screenwriter.

Now that Once the different types of choices in a game are clear, it's worth considering how the game will respond to player actions. This interaction is critical to creating an engaging gaming experience. The game's response to choices can range from altering the plot to influencing character development and the world around it. Every player action should evoke a meaningful reaction that will stimulate further engagement and interest. It's important to consider how these mechanics will be implemented to ensure players feel their decisions matter and are engaged in the process.
Fallout: New Vegas features an extensive reaction system, including reputation, a karma bar, and a variety of scripted responses. Players have complete freedom of choice in their actions, allowing them, for example, to exterminate the entire population of the Mojave Wasteland, with the exception of children. To achieve this ending, the game features a robot, Yes-Man, who will help players achieve this scenario. This level of freedom and variety of reactions make Fallout: New Vegas unique in the role-playing game genre.

Prototypes play a key role in role-playing, providing players with a foundation for creating unique characters. In New Vegas, for example, you can embody your own Man with No Name or create your own Blade. In another Obsidian project, the spy thriller Alpha Protocol, the protagonist can develop into either James Bond or Jason Bourne, opening up a wealth of possibilities for the player. These characters serve not only as inspiration, but also as a guide for shaping game decisions and strategy.

The game will provide support for player choice through The various impacts a character has on the world around them. These changes can be conveyed visually, for example, through a reputation system or a morality bar. However, the most effective way is to make the consequences of decisions emotionally meaningful to the player. This can be achieved, for example, through character death or through carefully scripted scenes that make the player feel the weight of their decisions.
Weak branching dialogue often consists of a simple listing of keywords, as Sawyer notes. For best communication, it's important to combine information with an emotional component. This creates a deeper and more meaningful connection between interlocutors, making the conversation more engaging and productive. Effective dialogue not only conveys information but also evokes emotion, which fosters better understanding and interaction.
The game designer recommends integrating exposition through emotional revelations from characters. This allows the player to deeply understand their experiences and become more familiar with the game world. Sawyer emphasizes that if a character simply narrates about the world, they become like a narrator reading from an encyclopedia, which makes the process of absorbing information extremely boring. The emotional component and personal experiences of characters create a more engaging and interactive perception of the game world.
Sawyer emphasizes the importance of separating critical and secondary information in game plots. Otherwise, players may start to ignore dialogue that contains unnecessary exposition. In his opinion, a well-written story should be understandable without the need to remember a lot of details, which allows you to focus on the main plot elements. This ensures deeper player engagement and improves the overall experience of the game.

Hints and references in character dialogue will help us with this. The residents of Goodsprings, the starting location of New Vegas, constantly express their concerns about the Legion and the NCR, about which the player has little information yet. This piques the player's interest and curiosity, leading them to explore and encounter these factions themselves, adding depth and engagement to the gameplay.
For optimal results, it is necessary to harmoniously combine information with an emotional component. Otherwise, your characters risk becoming mere actors mechanically reciting text, like an encyclopedia. Emotions bring the story to life, and information fills it with meaning. It's important to find a balance between ensuring characters are both informative and emotionally engaging.
It's crucial to think through the key narrative threads of your story in advance to build gameplay around them. Frequent branching paths are preferable to large ones, as they provide the player with more opportunities to influence the plot and make it easier for the developer to process the consequences of their choices. This approach contributes to a dynamic and engaging gaming experience, allowing players to become more immersed in the world and interact with it more actively.
In Fallout: New Vegas's opening quest, "Investigation," the player, known as Courier #6, sets out to find Benny, who attempted to kill him by shooting him in the head. Along the way, the Courier interacts with various characters, gathering information and clues. These encounters lead him to New Vegas, where Benny has taken refuge in a casino. This quest not only draws players into the world of post-apocalyptic Nevada but also reveals numerous plot nuances, allowing for a deeper understanding of the characters' motivations and the game's atmosphere.
Each stage of the game's journey is independent of the others, allowing experienced players to choose their own path. They can travel from Goodsprings directly to New Vegas, complete quests in any order, or even kill a character to loot a note with important information from their body. The plot remains logical, as the main goal—finding the person who shot the hero in the head—remains. This makes the gameplay more flexible and engaging, allowing each player to tailor their adventure to their own preferences.
At this stage, it is important for the game designer to analyze the completed work and evaluate it critically. Sawyer recommends asking a series of questions that will help identify the project's strengths and weaknesses. This will improve the quality of the game and make it more appealing to players. A critical approach to your own work helps identify flaws and determine areas for further development.
- Will players enjoy the choices your game offers and their outcomes?
- Is there a conflict between the player's needs and the character's desires? If so, what are they?
- Critical and additional information: will the player learn everything they need to understand the plot?
If all these questions are answered positively, you can move on to the final stage.
The game designer claims that even after you determine the main aspects of the game, the process of writing prose will not automatically become easier. However, once you start writing, you will get a clear idea of what players might like and what, on the contrary, might displease them. This knowledge will help create a more engaging and attractive gaming experience.
Conclusion
- You are the one who builds the choice architecture. You must think it through in advance.
- RPG players want "good" choices. They want the game to support the character concepts they create and encourage their creativity.
- The goals of the designer and the player can conflict. The designer must resolve these conflicts or accept their consequences.
"You can't solve all the world's problems," Sawyer argues. — However, you can recognize their existence, develop a strategy to solve them, and come to terms with the consequences of your actions.
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Profession: Narrative Designer
You will learn from scratch how to create game scripts, invent characters, write dialogue, and convey ideas through gameplay. You can earn money in game development and implement the game project you've always dreamed of.
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