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Standard patterns in choice-based games (2015)

253 points by Ariarule 7 days ago | 69 comments

dejobaan 7 days ago

This is great. I've been a game dev for about 30 years, much of which I've spent working with narrative design/writing teams. One thing I've learned to watch out for, especially among junior designers, is what the author labels the "Time Cave."

Narrative branching, done well, is fantastic—it gives the player agency and lets them make the story their own (as it were). But when you're creating the story graph, it's easy to get lost in it and lavish care on one path at the exclusion of the others. You can easily end up with one or two long, greatly-detailed paths, and (because dev time is finine, and you need to move on to writing other parts of the game) a pile of other paths that are shorter and less interesting. If the player takes one of the shorter ones, they end up missing out on all your coolest stuff. The tools I would design for the kinds of games I created specifically made it easy to create a main story trunk with side paths (that rejoined the trunk), and more difficult to branch/loop/etc.

Of course, that's not the only (or even the best) way to do narrative design—Disco Elysium is a masterwork because it did the branching, merching, loops, jumps, random checks, and so forth, so well!

spencerflem 7 days ago

Your games rule :)

esperent 7 days ago

What game is it?

spencerflem 7 days ago

https://en.wikipedia.org/wiki/Dejobaan_Games

Played so much AaaaaAAaaaAAAaaAAAAaAAAAA!!! back in the day, still never 5 starred everything. Holds up IMO. Their other games are cool too

dejobaan 6 days ago

You are too kind; thank you!

chii 7 days ago

I think it's a mistake to try get a story-focused game to have branching paths, akin to the old choose-your-own-adventure books. Until LLMs can proactively create new stories for the player to enjoy dynamically, i think it's always fraught with peril that the player fails to get the full story (or have to repeatedly play it and choose something else to try).

My personal preference would be to have a single, on rails story, where the player don't truly have a choice. It's an interactive movie.

Or, pick a sandbox mechanic, and let the player do what they want directly, and compute the consequence (the most common type being the physics system).

ChicagoDave 7 days ago

Humorously, this comment takes a giant swipe at 50 years of CYOA and Interactive Fiction.

There are over 14,000 games listed on https://ifdb.org.

Perhaps you should play some of them and adjust your perceptions.

trothamel 6 days ago

Also node the 52,000 visual novels at https://vndb.org/v .

0xEF 7 days ago

I'm the opposite, apparently. I loved CYOA books as a kid because they could be reread, so I ended up seeking games that boasted multiple endings, including "bad" endings. When playing more linear games, I appreciated them for what they were, but there was a disappointment that I could not try different options along the way.

I think both have a clear place in gaming, since different gamers obviously look for different things.

arkh 7 days ago

> My personal preference would be to have a single, on rails story, where the player don't truly have a choice. It's an interactive movie.

I can't bother to play those kind of games. A movie will be able to deliver its stories a lot better than a game.

But with choice and branching you get to appropriate the protagonist(s) and some story events can be a lot more impactful then. Lately I played Cyberpunk for which you have some choices in most missions and the endings hit different. If anyone involved in the DLC story is around: kudos to everyone involved in making the "face in the crowd" ending. You play some almost super heroic character and due to your choices (which involve betraying and killing a lot of people) you get to survive: alone and back to generic human power level.

Sander_Marechal 7 days ago

> A movie will be able to deliver its stories a lot better than a game.

I don't agree. Something like SOMA would just be a generic sci-fi B-movie but it's an awesome game, even though there's no real choice and is in essence just a walking simulator.

lmm 7 days ago

If you're not going to have choices matter, why make the story in an interactive medium at all? Branching paths require a lot of compromises, but there are still things you can do much better with handwritten stories than in a sandbox style.

chii 7 days ago

> why make the story in an interactive medium at all?

have you not seen the success of the COD Modern Warfare franchise? Their single player game is essentially an on-rails shooter, with pivotal story points completely scripted (you "press the buttons"). There's no choice, there's no branching (of the story).

But people like to shoot, like to run around, etc. It feels like they have control, and it feels like the heroics in the story is their contribution.

mnky9800n 7 days ago

Halo is the same. It is essentially a very long hallway with enemies to take care of before you can move to the next hallway. Also, I recently played through the first Halo again and it was still quite fun.

lmm 7 days ago

I thought we were talking about a story-focused game, which that is not.

watwut 6 days ago

You skip through the "pivotal story points" and ignore them.

zelos 7 days ago

Isn't that dismissing 90% of games? The story can exist purely to give emotional context to the action of the game.

lmm 7 days ago

I meant in the context of a story-focused game, which is indeed less than 10% of games in general.

zelos 7 days ago

Oh, in that case I agree then: linear story-focused games feel like the developers misunderstood the concept of 'game'.

spencerflem 7 days ago

They're good too! See: the 'walking sim' genre (<3 beginner's guide) or interactive fiction like Turnadot (once rated #49 of all time)

https://thebeginnersgui.de/

https://www.ifarchive.org/if-archive/games/competition2019/T...

tunesmith 7 days ago

This is fun, and holds true in the creative writing group I run. We use a website I programmed that helps us collaborate on writing branching fiction. We have a mapping utility that creates graphs like in the article, except more animated (d3.js, elkjs).

As different authors can start their own new stories, one thing I often have to deal with is that they want to design their story to have both long path lengths (multiple chapters before an ending), and also high choice count. Those of you who know something about geometric series know that this causes problems. I often have to tell them they can't have everything they want, which causes minor drama. :)

As a result, one of our stories basically shot its "choice budget" in the first few chapters, leading to many linear paths in the latter parts of the narratives, which is fun in its own way.

Another of our stories has just started playing with the "gauntlet pattern" as the article describes. For this one, we decided that all chapters must be in the "same universe", just following different characters' perspectives, and are planning for certain "anchor chapters" where all characters come together for a meeting. Probably the detective questioning them as a group (it's a murder mystery).

All of our stories are supposed to be literary, so usually in third person, sometimes first, never the second-person. So we don't tend to use choices and chapters as directions and rooms; it's all about how the plot moves. We also don't track state; they're designed to be able to be printed as books people can page through.

Overall a super-fun project for me and a handful of other writers, it's been a consistent way to spend a few hours of fun each week.

withinboredom 7 days ago

You can still track small state via the reader. I vaguely remember a choose your own adventure as a kid:

If you picked up the key earlier, turn to page XX

Otherwise, turn to page YY

It was entertaining to a) suddenly realize I had missed an important detail or b) allow me to “escape” if I can’t find the key or just don’t like that part of the book.

jandrese 6 days ago

I remember some books that were explicit about tracking the state. There was an old space adventure story I read as a kid where you wrote your stats out on a piece of paper:

    shields: 100
    lasers: 100
    troops: 100
    hyperdrive: 50
    days: 0
As you read the book it had you encounter hostile threats and even roll dice and do lookups on tables at the end of the book to decide what happens next. There would be places like "To hyperjump over the rift you need at least 40 hyperdrive points left, add 3 days and turn to page 88. To go around add 7 days and turn to page 41." There were even fights against enemy ships where you had to roll for both sides and do chart lookups to see how many troops you lost in the boarding actions and how badly the ships were damaged. You could even lose a fight and end the run right there.

The plotline involved you racing to some planet to deliver news of an impending invasion or something and if you didn't get there within I think 30 or so days the news would be too late and you would lose.

However, being the nerdy kid that I was I mapped out every single possible route in the book and then simulated all events going perfectly on each route and there didn't appear to be a single way to actually win. The author had not done the math right and the absolute fastest you could finish was like 40 days even if you got crazy lucky with the dice.

dasfsi 7 days ago

One book I read did a similar thing, but managed to do it spoiler-free. There was a magical crystal, I think, that did some magical things. When you pick it up, the book says "To use the crystal, look at paragraph (current paragraph + 20)" and the author actually managed to do that for the most paragraphs from then onwards

iainmerrick 7 days ago

An old gamebook series that did lots of this is Steve Jackson's Sorcery! -- I wonder if that could be what you're thinking of?

More recently, Jason Shiga has used clever mechanics like this a lot in comic book form, notably in Meanwhile. He's just finished a three-part series aimed at younger readers, Adventuregame Comics. All Shiga's stuff is great, highly recommended.

rzzzt 6 days ago

"Scorpion Swamp" has a map-style story layout, you are also encouraged to re-create the map on paper as you explore. This also means that you can get back to earlier locations where enemies will either respawn or rest on the second read-through.

quotemstr 7 days ago

Nier Automata is my favorite example of the relatively rare "Loop and Grow" pattern. You play through the game three times, with each iteration enriching and elaborating on the story and characters. Brilliant and weird narrative structure.

twic 6 days ago

Isn't Loop and Grow roughly the same as Metroidvania? Or does Metroidvania not require an actual repeating loop, whereas Loop and Grow does?

tantalor 6 days ago

Here's the story map for The Stanley Parable:

https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fm...

Looks like a "Time Cave"