Over the last few years the IF community has become more systematic about how we talk about structure in branching choice-based narrative. Sam Kabo Ashwell’s Standard Patterns in Choice-based Games is a go-to article defining some useful terms; it pairs well with Choice of Games’ article on how to use stats to create long-term consequence without combinatorial explosion, and Jon Ingold’s talk on inkle processes at GDC 2015.
A lot of that conversation revolves around the shape of the whole plot, or at least whole chapters, though; so I wanted here to talk briefly about some structures that I find really useful at the smaller scale.
Confirmation-required Choice. One of the things Jon talks about sometimes is the use of text to let the player opt in to doing something profoundly stupid, through a series of escalating choices. Are you sure you want to do this? It looks like the monster is getting angrier. Are you still sure you want to attack? Yes? You notice that the monster’s bite is poisonous. Are you going to attack now?
Once the player has opted in multiple times, it’s really on their own head if they wind up in a situation with a combat roll that wipes them out. This expands what would otherwise be a binary decision into an experience with more tension; it also tends to work well in cases where there’s one dangerous-but-interesting option and one safe-but-bland option.
How to enhance with stats: count how long the player sticks to the risky path before giving up (if they give up). Use this later as a metric of their commitment to the dangerous cause, and/or their recklessness.
Track Switching Choice. A variant on the Confirmation-required choice is one where the player is allowed to change their mind in either direction for several beats. Later beats might introduce some potential drawbacks and warnings about whatever track the player is currently pursuing. Like the confirmation-required choice, this is a way to give some extra weight to a decision and emulate a situation where the protagonist might be genuinely conflicted about what to do next.
How to enhance with stats: track how often the player chose the outcome they ultimately landed on, vs. another option. Use this later as a metric of their commitment to a cause, or their willingness to change their mind about things.
Scored Choice. In the track switching choice, we hold the player to their final selection, whatever that might be. With the same basic structure, we could also score how many times the player chose one way vs. the other, and then use their top score to determine the outcome. The track switching choice often works well when there’s a single tough decision in the story; the scored choice is a good fit for a montage of related choices. For instance, if the player is choosing between a career-enhancing move or staying with a romantic partner, we might have a series of small decisions that test their commitment to one option or the other. (This strategy pretty much requires stats.)