The Centrenauts: The Choices We Make

As our group progresses with our videogame and I continue working on our narrative and story, it is becoming more and more clear how important choices are in history. History isn’t simply a collection of names, dates, and places; rather, it is a series or a process that involves the subjective decisions of a human being. For example, Alexander the Great didn’t conquer Persia simply because he conquered Persia—instead, he conquered the empire because he made a series of choices within the context of the period that would lead to success in that specific conquest. The choices that this specific conqueror made were made without the knowledge of what exactly would come next; his choices were subjective to him.

This subjectivity is extremely important when thinking history, and it is especially important to our group as we craft the decision-making process within our game. As Jordan mentioned in his last blog post, our videogame will contain player choices that will change the outcome of the videogame: a series of poor choices will result in a Nazi victory during D-Day and a series of good choices will result in an Allied victory during D-Day. It is up to the player to make these decisions based on the context that they are given. Rather than letting a player make decisions based on prior knowledge of what will happen, we would rather have the player immerse themselves properly in the game and make subjective decisions.

The best example of this so far in the narrative of our game is the series choices that a player makes regarding sending stolen German information back to the Allies. For this situation, a player must take into consideration the weather, volume of ingoing and outgoing mail, and the busyness of radio channels. There is no clear answer in this prompted choice. It is up to the player to weigh their options and think ahead of what might happen if they make a certain choice, as there is no specific historical precedent for them to rely on during this encounter. The player must immerse themselves, recognize established patterns, and make a choice based entirely on context.

These subjective choices are how we plan to keep the game immersive and replayable, but it is also important for the historical authenticity of our game. We’d like the choices that players make during gameplay to matter in the course of the game’s history, so we aim to add weight to nearly everything the player does. When a player makes a choice, it will alter history (even if it’s only the history within the game) in the way that any choice in an RPG should.

As we ourselves continue to make choices during the production of our videogame, we will keep you updated and informed! For now, we are focusing on research, narrative, and map building. By the end of this week, we hope to have our plotline drafted and our game on its way to being properly produced!

Drafts of Choices