
Social Choice Mirror
Description
At the end of a game episode or session, players are presented with a moment of reflection, where they can see how their choices throughout the game compare to those of other players. For example, a message might appear saying, “You chose to take the risky path. 45% of players made the same decision.” This subtle influence, especially when players feel uncertain about their actions, can significantly impact how they view their in-game values and decisions.
Psychology
When players see how their choices/actions align with or differ from the majority, it brings descriptive norms into play, where people look at what most others do to figure out what is “normal” or acceptable. If most players made a different choice, it might make the player second-guess their decision, causing them to reconsider their reasoning, feel regret, or question whether they made the best choice. This feedback also connects to social proof. When the “right” choice is unclear, like in tough decisions or eco-related choices, seeing what others did can help guide players. It nudges them to follow the group, making the majority’s choice seem like the best or most logical option.
Consequences
Applying this design pattern of social comparison and feedback may lead players to reflect on their decisions, increasing their self-awareness and critical thinking. However, it can also create doubt or regret if players see that the majority made a different choice, triggering cognitive dissonance, a feeling of mental discomfort caused by holding conflicting views, like believing you did the right thing but seeing most others chose differently. In morally ambiguous situations, this pattern can guide players but might reduce their sense of agency, the feeling of control and independence over their decisions, if they feel compelled to follow the group. In eco-related games, while it could encourage more sustainable choices, it may also promote herd behaviour, the tendency for individuals to conform to the actions or opinions of a larger group, rather than independent decision-making.
Using the Pattern
When applying this pattern, designers need to decide how to present feedback (through percentages, visuals, or narrative summaries) and how much emphasis to place on the majority’s actions, as strong emphasis can increase emotional impact but also risk pressuring players to conform. The Walking Dead highlights whether your decisions match the majority, especially after emotionally or morally difficult choices. These comparisons can be powerful, as players often face situations where no option feels right. Seeing how others chose in those moments can spark doubt, guilt, or validation, especially when your choice led to someone getting hurt or worse, despite good intentions. In contrast, Detroit: Become Human presents comparisons more as a reflection on the player’s personal journey, without emphasising majority decisions as “right” or “wrong.” The focus is more on how choices impact the game’s narrative and the relationships between characters, giving players room to reflect on their decisions without feeling pressured to conform to the majority. Frostpunk, while not showing direct comparisons to other players, reinforces the pattern through in-game consequences and citizen reactions, prompting players to question the morality of their choices and reflect on their leadership under extreme conditions. Finally, the context of the decisions matters. Are the choices about strategy, morality, or sustainability? For eco-focused games, showing how others make environmentally conscious decisions can encourage players to adopt similar behaviours, creating a reflective experience that connects in-game choices to real-world values.
Related Patterns
Superior patterns: –
Subpatterns: Consequence Feedback, Player Reflection
Conflicting patterns: Delayed Consequences