253 points by Ariarule 7 days ago | 69 comments
dejobaan 7 days ago
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
esperent 7 days ago
spencerflem 7 days ago
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
chii 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.
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
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
0xEF 7 days ago
I think both have a clear place in gaming, since different gamers obviously look for different things.
arkh 7 days ago
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
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
chii 7 days ago
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
lmm 7 days ago
watwut 6 days ago
zelos 7 days ago
lmm 7 days ago
zelos 7 days ago
spencerflem 7 days ago
https://www.ifarchive.org/if-archive/games/competition2019/T...
tunesmith 7 days ago
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
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
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
iainmerrick 7 days ago
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
quotemstr 7 days ago
twic 6 days ago
tantalor 6 days ago
https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fm...
Looks like a "Time Cave"