A Thousand Steps Makes a Mile: Tiny Immersive Choices Are the Future Of Games

I am not good at making choices. Analysis paralysis takes over when trying to pick a restaurant or movie or TV show; when multiple options are good, how am I supposed to know what the right one is? My lackluster resolve makes playing choice-based adventure games a chore, as I agonize over each and every choice, worried that making the “wrong” one will lead me down a less ideal story path. The writers of these games have to have a perfect playthrough of the game in mind during development, some way for you to see all the hard work they’ve put into the narrative. This destructive and restrictive way of playing has often steered me away from the genre, so imagine my surprise when two choice-based adventures flew to the top of my game of the year list.
Spoilers for Life is Strange: True Colors and Marvel’s Guardians of the Galaxy below.
I never touched the Life is Strange series, which could quite honestly be enough to revoke my queer gamer card. The games always interested me—superpowered teens coming-of-age is right up my alley—but the episodic structure and reliance on choices kept me away. I knew I could replay the chapters during the interim, experiencing every choice offered, but that seemed like an unsustainable way to play.
Last March when Life is Strange: True Colors was announced, my interest finally got the better of me: it was time to see what all the hubbub was about. I downloaded DONTNOD’s most recent venture Tell Me Why. Within minutes, I was enthralled by the game’s narrative: a pair of telepathic twins prepare to sell their childhood home and uncover the mystery shrouding the death of their mother. I loved the characters—particularly Tyler’s unabashed transness—and I loved exploring and uncovering hidden tidbits about the story and the people of Delos Crossing. However, the game leaned hard on either/or choices, demanding that players choose how the twins remember specific events. My nightmare had come true: there were correct options, each decision determining the strength of the bond between the Ronan twins. It was up to me to keep the family together, and although I succeeded, it was stressful getting there.
Life is Strange: True Colors, though? It’s different. Players control Alex Chen, an empath reuniting with her brother Gabe in the Colorado sanctuary of Haven Springs. Upgrading from its predecessors, True Colors comes as a whole package and allows players to explore almost the entirety of Haven Springs. The larger sandbox makes a world of difference; allowing curiosity and encouraging exploration provides naturalism to balance out the saccharine melodrama the series is known for.
The game leans away from anxiety-inducing binary decisions and focuses instead on tiny choices. Each small decision may seem insignificant at the time, but they ultimately build toward the game’s climax. If you choose to explore Haven Springs and talk with its inhabitants, you’ll find ways to connect with them. You can help Eleanor through her slowly worsening dementia, support Riley into leaving for college, or guide Charlotte through her grieving; you can just as easily not do any of that. The main story, focusing on Typhon Mining covering up the accidental death of Gabe, usually requires players to only interact with the two love interests—Steph and Ryan—and Jed, your surrogate father with a dark past.