This blog post has a more than usually technical title, for which I apologize. It’s inspired by some recent conversations in which I hear people saying “branching narrative” to mean “narrative that is not linear and in which the player has some control over story outcome,” apparently without realizing that there are many other ways of organizing and presenting such stories.
There is a fair amount of craft writing about how to make branching narrative thematically powerful, incorporate stats, and avoid combinatorial explosions, as well as just minimizing the amount of branching relative to the number of choices offered. Jay Taylor-Laird did a talk on branching structures at GDC 2016, which includes among other things a map of Heavy Rain. And whenever I mention this topic, I am obligated to link Sam Kabo Ashwell’s famous post on CYOA structures.
This post is not about those methods of refining branching narrative; instead it’s describing three of the (many!) other options for managing the following very basic problem:
My story is made of pieces of content. How do I choose which piece to show the player next?
In this selection I’ve aimed to include solutions that can offer the player a moderate to high degree of control over how the story turns out, as opposed to affect or control over how the story is told.
I’ve also picked approaches that are not primarily based on a complex simulation, since those — from Dwarf Fortress to Façade — tend to have a lot of specialist considerations depending on what is being simulated, and often they’re not conceived of the same way in the first place. So with those caveats in place…