Last time, you narrowly decided thata diegetic HUD is better than quick restarts.

This week, I ask you to decide between two different ways your decisions can have unusual outcomes.

Sometimes, a game lets us change the past.

Jim Raynor’s face inside his helmet in StarCraft 2 artwork.

Our present actions and decisions will decide what already happened, settling uncertain facts or changing unseen events.

While this is rare, it’s a clever little trick and I do enjoy seeing it.

In 2010, Karen Gillanadmired StarCraft 2’s trick to make you always correct.

Is a new ally a trustworthy freedom fighter or is he building an army of “psychopathic killers?”

Whatever you decide, you’re right, hero.

Rewriting the past can reflect your history too.

These decisions affect a karma score which decides not only the ending but the reality of the beginning.

The way you play will decide.

It is a trick but games are nothing but tricks, and this one can lead interesting places.

I welcome this trick as another move to expand narrative possibilities in games.

And I imagine many of you instantly turn to Google when you encounter this thing.

Someone must like this thing because I don’t think it keeps appearing in game after game by accident.

It’s here because enough developers really like it.

We must consider it a potential best thing.

So, most games are built primarily from familiar parts.

And this one sure is familiar.

Maybe that’s it?

But someone must like these.

But which is better?

I will never vote for that bloody switch puzzle, I’ll tell you that much.

But what do you think, reader dear?