Choosing is Believing

A year ago or so, someone over at the IGDA Forums had an interesting question. The person referred to the famous cinema-mantra “show, don’t tell” and asked what the equivalent for games would be.

Many answers came of course. My initial two answers were “Wright, don’t tell” (which was a little word play on legendary game designer Will Wright) and “it’s play, not a play” (which put emphasis on participation and interaction).

I choose, therefore I am.

I choose, therefore I am.

Recenty someone responded to the almost dead thread and revitalized it. This spawned a group of new proposals for game design mantras. As I spent some time to find better solutions than my previous ones, suddenly this sentence popped into my mind: “Choosing is believing.”

Which fighter to go for?

Which fighter to go for?

I’m not yet fully aware what this sentence implies, but I think I found something that could be a starting point to explain verisimilitude and immersion in games. If games need to identify players with their roles, I think choice is the first step that the player makes.  If you can choose, you are part of it. If you can’t, you lose connection. Hence, choosing is believing.

Yes or no?

Yes or no?

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