Showing posts with label decisions. Show all posts
Showing posts with label decisions. Show all posts

Monday, July 16, 2018

Choices, Choices, Choices...

            In any situation, there are choices to make. Sometimes it’s clear which is the best to make, while other times there is no clear “right” answer. We often grow up believing that there is a nice, easy Right and Wrong, but then we discover that life isn’t so simple. Most decisions have potential good and bad side-effects, regardless of the intended decision.

            This piece of knowledge is of the utmost importance to writers – as well as any other purveyors of story-based entertainment. Our instincts when giving choices to characters is to provide them with a clear-cut decision. This is because we want the readers to be on the character’s side. When the character makes a good decision, it makes them more heroic and likable. A bad decision is also useful, because the readers can then bemoan the choice and have an “I told you so” moment when it blows up in the character’s face. It’s also easy, and caters to that side of us that still believes in a simplistic Right and Wrong.

            However, if we indulge that instinct, we lose a lot of reality from our stories. They end up feeling a lot like fairytales and it’s more difficult to sneak in plot twists. Besides, how hard is it for a character to make a decision when the outcome is fairly obvious? Our heroes need to face challenges, otherwise there’s no point in having a story, and every challenge comes with choices to make. So we enter the grey area...

            The grey area is challenging to create within a story world. The reason for this isn’t simply because it’s more complicated, but because we, as the creator, know what direction we want the story to go after the choice is made. This gives as a bit of tunnel vision as to the possibilities surrounding any given decision – because we already know what the results are going to be. To combat this, we need to take a step back and look at the bigger picture and see if we can drop in more consequences to any given choice.

            Let’s use an example. Say that the hero must make a decision whether or not to go on a mission that will help fend off an invading army. For a heroic character, that’s already a simple decision. So, how do we make it more complicated? The easiest way is to add a compelling reason to not fend off the invading army, such as a love interest that needs rescuing. Suddenly, the decision got way more complicated. It went from saving the nation or not to saving a nation or saving a loved one. Each option has a clear positive side, as well as a clear negative side.

            However, we still know how that story is going to turn out. As long as this isn’t a tragedy, the hero is going to save the love interest, then deal with the fallout from the invading army. It’s grey, but still not quite grey enough. So, we add more depth to the choice. A close comrade of family member is fighting in the war and may die based on this decision. The love interest is ill and can’t possibly wait until the war is dealt with. The hero’s presence at the battlefront will strike fear into the hearts of the enemy, but the word of their deeds will spread to those holding the love interest and they will respond in some way. Rescuing the love interest will mean all the hero’s dreams will come true, except they will have lost everything they ever fought for.

            To increase how grey that grey area is, we can add in other choices as well; going to the front and sending someone else to rescue the love interest, but can the person be trusted? Betraying the homeland and joining the enemy to end the war quickly so the love interest can be rescued. The more branches there are, the more compelling the decision will become. And the key is that no decision can be all good, because even the best decisions have negative consequences, even if they aren’t visible at first. Of course, the reader doesn’t need to know all the consequences – those can reveal themselves over time. In fact, some uncertainty in the results of a decision can make it all the more compelling.


            So often, we think of choices as a two way switch. This or that. But to make a choice truly compelling, we need to change that thought process. We need to think of each decision as a web that keeps branching out into more and more consequences (both good and bad) the further we get from the point where the decision was made.




Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, December 05, 2016

Economic Insights

            ‘Tis the season of sales, a joyous time when a wide variety of items may be purchased for a fraction of their cost. Of course, most people are too delighted by the sales to stop and think about what the sales actually mean.

            When purchasing that wonderful item with the 50% off tag, it’s hard to think about anything other than how lucky you are. However, if you pause to consider the implications of that discount, you may come to realise that the store you are buying from is still making a profit. Not as much profit as before, but a profit, none the less.

            The fact is that most products in stores have at least a 100% markup from the wholesale price. This means that if you’re buying something for $100, the store paid $50 for it. This might seem unreasonable and horribly unfair, but it’s a necessity for the economy. When you purchase from a store, you aren’t only paying for the item – you’re paying for the space it has in the store, its availability in the store, the other items in the store that never sell, heating and power for the store, employee wages, and, of course, C.E.O. and investor income. That’s on top of the shipping and manufacturing costs.

            However, taking that all into account, sales still happen – and turn a profit. How? Increased sales. If a store buys ten of something and only sells half, at a 100% markup they are only breaking even. On the other hand, if they throw it on sale, people come in droves and all ten sell – perhaps they sell for less, but they sell for enough to turn a profit.

            Yet, what we see are the sales – a chance to save a few dollars. But, we aren’t really saving money, are we? We’re just paying less than we’re used to, when we’re paying for the excessive number of items produced. If we really wanted to save money, we’d refine the system to produce what is needed. We’d cut down on waste, excessive profits, and everyone would save money (making the people earning the excessive profits less desperate to have so much money).


            What I think would help the most, though, is if everything we purchased had a breakdown of where the money is going – like the nutritional information on food. That way we’d see where our money was really going. I bet that would really quickly change what people (who can be bothered) are willing to spend money on.





Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her life coaching website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, April 25, 2016

Difficult Decisions

            Lately I’ve been playing Skyrim – one of the best video games out there. There are a large number of factors that make this game so good, but one of them is the amount of choices you have in the game.

            At the beginning of the game, you go through a brief introduction to the main plotline accompanied by learning how to play the game, then you are sent out into a massive world. From that point on, you can do whatever you want. You can follow the main quest to get to the end of the game, or just go off exploring and doing minor side quests. If you want to go around stealing from all the residents of the world, you can (although you may find yourself in jail). If you want to ignore the quests and focus on skills, go right ahead.

            However, the brilliance of Bethesda (the company that made the game) shines through the most when it comes to the decisions you have to make as part of a quest. Some of them are black and white with a clear right and wrong, but some of them... some of them just have no good choice to make.

            There are a number of big quest lines alongside the main one, and one of these is a perfect example one of these challenging decisions. It’s a decision so hard to make that I have yet to make it once – even though this is my third time playing through the game and it is the second most important plotline.

            Basically, the nation of Skyrim is part of an Empire which recently signed a peace treaty that, among other things, outlawed the worship of one of the world’s gods. That particular god was particularly revered by the people of Skyrim and it has incited a rebellion against the Empire.

            It falls to you, the player, to choose the side of the war. Empire, or rebellion? Well, it may seem like a simple choice at first, but as you delve deeper into the plot, you discover more about each side of the war.

The rebels are in their homeland, being banned from worshipping one of their gods, thus their cause is just. Of course, the leader of the rebellion killed the High King of Skyrim – there is debate among the populace as to whether it was a legal challenge or outright murder.

            On the other hand, the Empire only banned the worship of this god because it was the only way to save the Empire from a more powerful enemy. That particular enemy is in the background watching and even fuelling the civil war as it weakens both sides. That means it would be better to side with the Empire because it consolidates power for the future when the lurking enemy takes to the offensive again – at which time, presumably, the god could be worshipped again. Yet, to take that side is to go against the freedom of the people.

            As you wander the world, you receive propaganda from both sides of the war. The Empire is weak and wants to rule Skyrim with a puppet queen. The rebel leader is a murderer and just wants power. When you enter one of the Empire controlled cities you witness a public execution. When you enter the city of the rebel leader you discover that the humans living there are extremely racist against the elves.

            The more information you receive, the harder the decision is to make. Because, there really is no good decision – either choice has negative consequences. Now, of course, this is only a game. It doesn’t really matter what choice you make.

            However, many real life decisions are just as complicated and convoluted. Choices are only rarely black and white – in spite of how we often treat everything as if it is. And that is what is so amazing about Skyrim.


            Fantasy reflects reality. It is a tool we can use to observe and reflect upon our lives and our world. In the end, it may give us better understanding. Or it could just infuriate us. It’s all up to how we choose to look at things.




Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her life coaching website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.