Do more choices make us happier (in gaming)?

A discussion of player choices sprung up in this thread in the latter pages.

Here are a few of my statements from that discussion (this time with links to the relevant TED talks).

It is worth reflecting that having more choices actually does NOT necessarily make people happier. Usually quite the opposite. Look at any TED talk by Barry Schwartz or Dan Gilbert for some illustrations. But the short version is that people who no choices or a very narrow selection of choices almost always end up happier with their outcome than people who have a huge variety of options.

For example, people decorating a room from a very short, limited catalog of options versus people with a giant, comprehensive catalog. The first group often doesn't see "exactly what they want" but somehow if you go back to them a few days, weeks, or months later, they are always happier with the final room than the people who had a giant, comprehensive list of options.

Another famous example:
Students were given an opportunity to take several pictures of campus for a study (at least in the initial run, they were all seniors, as to leverage nostalgia). They were then told they could keep one. Group A got to choose which one. Group B had their choice made for them by the researcher.

Group A was happier with their picture the day they picked it. But when the researchers check back a week later, Group B was much happier with their picture than Group A.

Expertise of the person doing the choosing is sometimes a factor, but not always.

Infinite options does not improve quality of life. And I'm fairly certain this applies to games just as well.

When you can choose from 10,000 different starting combinations of class/race, you should be able to find the "right one for you." When presented with this wide set of choices, most people profess to be happy about having options. But as you move forward, whenever something rubs you slightly wrong about how it's playing out, the average human being comes to the conclusion that there is something wrong with the choices they made. "There were thousands of possibilities! One of them had to be right." This leads to unhappiness with the state of affairs, and unhappiness with the choice you made. Frequently, this anger is redirected at someone proximate. Your DM tricked you into it, WotC didn't make the class right, WotC made it look better than it actually played, etc. Over time, there's simply cognitive dissonance generated by the fact that you had "perfect" choice, but at the end of the day, nothing is ever perfect. The expectation of perfect choice cannot be fulfilled.

But when you have only 12 possible combinations... you select one and are more likely to "roll with the punches" when things rub you a little wrong early on. Over time, "making the best of it" leads naturally into actually being happy with it. You went in with no illusion of perfection to be punctured, and are more likely to focus on the positive.

Game A gives you Minotaurs, Goliaths, Half-giants, Half-orcs, Gorilla-men, and Klingons to choose from, all being stronger than "average" but with slightly different modifiers.

Game B gives you "Strong guys."

At the time of character creation, Game A players who want a strong race are happier. But check back in session 2, or session 5, or session 10 and ask them how happy they are with their character.

I will bet you good money that even within the group of gamers (who hilariously and reliably claim a degree of iconoclasty that is over 9000) that Game B's "Strong guy" players are will rate their character higher on whatever scales you're using.

Now, I'm schematizing a bit excessively. A single non-choice is not always best. And there are differences depending on the nature of the choice to be made. In most cases, a small, manageable number of options leads to better outcomes than having everything under the sun available. Occasionally, having the choice made for you actually leads to the best outcomes.

I humbly suggest that randomization (and its small group of vocal adherents) are an outgrowth of the latter within gaming circles.

Overall, there has been a tendency to increase the number of available choices across all decision points as time has gone by. The first trick is to figure out which choices add to overall player happiness and which do not. The second is to hit on how many options continue to be a value add, and at which point there are too many options. The third is to figure out how to make money once you've hit that limit and adding more classes, races, feats, powers, etc is just decreasing overall player enjoyment.
 

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Another thing to think about is that for some people (including some gamers I've played with) having a lot of options and choices is paralyzing. Give them 3 things to choose from, and they choose and move on. Give them 20 things to choose from, and they seize up under indecision.

Bullgrit
 

Choices alone do not do it. The right choices though do. The more options I get in an RPG the better the chances what I need for a character is provided. It always makes me really happy when a player has an idea they are unsure how to do and I can go to the shelves and pull of a book we've never used and go I think this is what you are looking for.
 

Choices alone do not do it. The right choices though do. The more options I get in an RPG the better the chances what I need for a character is provided. It always makes me really happy when a player has an idea they are unsure how to do and I can go to the shelves and pull of a book we've never used and go I think this is what you are looking for.

The data shows that good feeling to be fleeting, however.

People with more choices sometimes feel better about it on day 1 (while creating the character). On days 2 through 200, the people with fewer choices are happier (playing the character for the rest of its career).
 

Thank you for making this topic!
Now, I'm schematizing a bit excessively. A single non-choice is not always best. And there are differences depending on the nature of the choice to be made. In most cases, a small, manageable number of options leads to better outcomes than having everything under the sun available. Occasionally, having the choice made for you actually leads to the best outcomes.
For me, this ties strongly into RPGs because of the enjoyment I can get out of an organically rolled character. Having stats (and other stuff) randomly thrown at me puts me in the mind-set of: "Okay, what's the best I can do with this stuff?" -- and for me, that kind of improvisation can be a very fun place.

I do the same as a DM, sometimes rolling on "random encounter" tables before prepping those encounters, and working in whatever non-random stuff I'd wanted to throw in anyway.

Sometimes I know exactly the character that I want to play, but sometimes the thrill of scavenging -- of taking whatever lemons the dice give me and turning them into the Lemonade of Lum the Mad -- is part of the game's appeal.

Cheers, -- N
 

An integral part of the studies you're describing is the idea that the option selected is the one you have to live with: Design you living room and you're going to be living with that furniture for a long time. If you only get to pick one picture to keep, that's the picture you keep. This coupled with the illusion that "there must have been a better choice because there were so many" creates the unhappiness.

But that's not the mindset I bring to RPGs.

(a) I don't have to live with that choice. I will play many different characters. Often in quick succession. Often simultaneously.

(b) I don't pre-build my character 1-20 or 1-30 or whatever, so leveling mechanics give me the freedom to fix or tweak whatever may be chafing me at the moment.

(c) I can't remember the last time I played at a table where we didn't allow character re-designs if it turned out that someone's choices weren't working out the way they hoped they would.

All of this means that I don't think of my rulebooks as a table full of golden chalices from which I have to pluck the perfect Holy Grail. I think of them as toolboxes. And the more options I have in my toolbox, the more likely it is that I'll have the right tool for the job at hand.

And if it turns out that I used Screwdriver A when Screwdriver B might have been slightly better... So what? Did Screwdriver A get the job done? Then we're good to go. And next time I'll know to use Screwdriver B.

I'd rather abandon my perfectionism than be forced to use a hammer when I want to work with screws.
 
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Occasionally, having the choice made for you actually leads to the best outcomes.
But only if you still like the choice. Options exist for the possibility that someone is just not going to be comfortable with what's given to them. Non-randomness exists for the same reasons.
 

I think this should have been a poll with many choices. :p

I think part of it also comes from knowledge, effort, and measurement of results regarding those choices. Part of the problem with gaming choices is that:
  1. Players are aware of the massive choices that exist, or existed under other systems. Limiting those choices makes them chafe at the handcuffs placed upon them.
  2. Swapping characters does not require a large effort or outlay of money from the player.
  3. The results of other choices are always extremely hypothetical, "If I had only decided to play [class x], I would have been able to defeat the BBEG." "If I took [option y] I probably would have succeded." Compared with tangible things like home decor and photographs, the measurement of being "happy" ends up different.

I think there is merit to your idea, but gamers are a fickle lot and you cannot put the genie back into the bottle regarding choice without creating resentment.

Perhaps though, this is part of why some people think back to their earier memories of OD&D or Basic/Expert D&D so fondly. Things were simpler and they just accepted playing a Fighting Man.
 


I suspect that having "too many" choices is directly tied to one's inability to truly grok all those decisions. This likely causes the paralysis that Bullgrit mentioned: if a player doesn't really understand all the choices and their ramifications, then there's a vague fear of making a "wrong" decision (at least for certain personality types).

Heck, I'm like that with a dessert menu. :D
 

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