The purpose of this article is to define two terms that can be used to both analyse and build games with. The terms that I’d like to talk about are decisions and choices. Bear in mind that the goal is to define two tools rather than to have any sort of semantic perfection, thus, if you find better terms that suit these definitions make sure to let me know.
- Decision
- Firmness of character or action; determination.
- A cutting off (or, to cut off.)
- Choice
- The best or most preferable part.
- Preferred above others of the same kind or set.
In games, you have a decision when you are asked to select between two or more possible paths that are equivalent in value but different in form and/or content. On the other hand, you have a choice when you are asked to select between two or more possible paths each with its own value (that might be equal, lower or higher than the others.) The difference is merely one of function rather than form.
In both decisions and choices, two or more possible paths are presented and each of those has its own set of characteristics. At its core, however, the different options (or paths) must have:
- a) At least one thing you win (or have the chance to win) from selecting the option.
- b) At least one thing you can lose (or have the chance to lose) from selecting the option.
In these simple cases you can have either A) or B) but they must be the same for all options.
Examples:
- If you choose to save the manor from the raging fire, you’ll be able to have a base of operations from which you can plan your next move.
- If you choose to save the farms from the pillage of the horde, you’ll have a steady supply of food for the winter season.
- If we give him the amulet he will surely use it to escape his prison and wreck havoc in the nearest city.
- If we don’t give him the amulet he will kill Sue!
Of course, it is not hard to find situations where you have both A) and B) at work at the same time, such as the following one.
Example:
- If we help the demon escape, we will gain the power we need to kill our captors, but we will be banished from our house.
- If we hack into their computer, we will find the information we need to frame our captors but we won’t all be able to get away before they return.
From here on, you can make things more complex adding probability and new variables, but the rules remain the same. What is clear, however, is that there is no decision when you are faced with options such as this:
Example:
- If we help the demon escape, he will kill our friends.
- If we let the demon in the cage, they will reward us with money.
These types of situations don’t constitute neither a proper decision and don’t come close to producing an interesting choice. If no other factors are added, it is just not reasonable to select the option with less benefits (and a damaging consequence) rather than the option with more benefits (and a positive consequence.)
A Matter of Value
What is the main difference that separates decisions from choices? Value. Decisions assume that each option has an equivalent value; choices assume that each option has its own value (that can be different from the rest and which can be known or reasonably guessed at.) When you have decisions, the thing we care about is the act of making the selection rather than the efficiency of the course of action that results from it. When you have choices, the emphasis is places on the efficiency of the course of action that the selection enables, and thus, in the process for finding which option is the best.
When you want to have a decision, it is usually in your best interests to make VERY clear what each option means and the consequence for each choice; you’re interested in the fact that people are making a decision and will face the consequences, not on how well they manage to make that decision. When you have a choice, it is usually in your best interests to let the choosers (the players) work out what each option means and the consequence for each choice; you’re interested in the ability of the players to work out the best solution (the one with the highest value) according to the situation and their plans.



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The distinction is smart, but the terminology is something I have hard time remembering. Is it standard in some field, or a new observation/invention?
No, it is not (standard in some field.) In fact I believe the terms to be rather poor at conveying the meaning. As I mentioned in the introduction, I noticed the differences and needed names to set them apart. Suggestions for better terminology are much appreciated.
PS: The article is due for a re-write, but the main gist of it remains. It’d be nice to have better terms for the new version.