This article talks about how players like to avoid making an irreversible decision.
This resonates with some things I’ve been working on lately: instead of presenting the player suddenly with a choice (even a choice that has a lot of emotional resonance built in), I’m trying to tantalize the player for a while with the idea that if they do everything right, they might be able to have their cake and eat it too. This ratchets up the tension as the player tries not to lose either of the two valued opportunities, and gives them a chance to think about which they would choose if they really had to.
Maybe when you get to the point, you do let the player have both things and not decide after all. Or maybe you gradually make it harder and harder to balance the two, so it becomes clear that a decision is going to be absolutely required after all.
Either way, the player gets to see the choice coming, and the agonizing over it becomes part of the PC’s characterization; it’s a deeper part of the story, not something you can save-restore out of significance.
Anyone else playing with this pattern?