TimeCave. A heavily-branching sequence. All choices are of roughly equal significance; there is little or no re-merging, and therefore no need for state-tracking. There are many, many endings.
Effects: The time cave is the oldest and most obvious CYOA structure. It is often good for narratives about freedom and open possibility, adventures that could go anywhere, flights of fancy. Time caves tend to have relatively short playthroughs, but strongly encourage replay: they are broad rather than long. Even with multiple playthroughs, most players will probably miss a good deal of the content.
There are two major varieties of gauntlet: deadly and friendly. Deadly gauntlets mostly prune the tree with failure; friendly ones mostly do so with short-range rejoining, and look a bit more like simple branch-and-bottleneck structures. Friendly gauntlets have been vastly more common in recent years, making up a high proportion of Twine works.
Effects: The Sorting Hat is a compromise between the breadth of more open formats and the depth of linear ones. Sometimes the nature of the various branches is signaled to the player; this is kind of important, in fact, because the player is pretty likely to notice the linearity of the second half and might assume that all of their choices will ultimately get funneled into that particular thread. The player gets a lot of influence over how the story goes; however, the author may end up effectively having to write several different games.
Loop and Grow. The game has a central thread of some kind, which loops around, over and over, to the same point: but thanks to state-tracking, each time around new options may be unlocked and others closed off. This is a very general pattern, and can co-exist with many others. Trapped in Time, for instance, is basically a cycle-and-growing Gauntlet; Bee tames its floating-module nature with a year-long loop structure.
Effects: Loop and Grow emphasizes the regularity of the world while retaining narrative momentum. A justification is needed for why whole sections of narrative can repeat: the player-character is often following routine activities in a familiar space, engaged in time-travel, or performing tasks at a certain level of abstraction. This regularity often comes at the price of openness: many stories with a strong Loop and Grow structure involve a struggle against confinement or stagnation.
An important variation of loop-and-grow structures is spoke and hub: the game has several major branches, but they all originate at and return to a central node or set of nodes. The player may go out along each spoke once, or many times.
Crusader Kings 3 is a deep strategy game about ruling nations and siring heirs. Naturally, being a ruler of an entire nation means making plenty of tough decisions, and this game doesn't shine away from that. In fact, much of the experience revolves around making choices.
You can decide to form alliances, go to war, alter religions, and do pretty much anything else that an old-school ruler would've been capable of doing. All of it is about building up your nation - or causing as much chaos as possible, as you can rule how you want.
City-building games are often low-key affairs, as you typically just build a nice-looking city for your people to live in. Yet, Frostpunk is a little different. It's also a survival game in which you have to keep your citizens alive in hazardous conditions.
This is because it's set in a world ravaged by a volcanic winter. As such, you need to manage your resources and make difficult moral decisions. Some of these choices are really tough, as you sometimes have to be cruel to one person to benefit the entire group. It isn't a game for indecisive players.
Mafia 3 isn't a game loaded with different choices. Yet, there are a set of key ones relating to your underbosses. Your underbosses are your closest allies in your crusade to take over the city of New Bordeaux and get revenge on those who wronged you. You do this by completing various missions that involve a bit of stealth and, occasionally, some third-person shooting.
During some of these missions, you take over a racket. Then, you have to give that racket to one of your underbosses to control, and you get to choose which. It isn't always an easy decision because your allies are pretty temperamental. So, if you avoid giving them any rackets for too long, they will not only leave your crew, but you may have to kill them. This can impact how the game ends, as does another choice that won't be spoiled here.
Undertale is a unique RPG that follows a boy who has ended up in a strange underground place. While down there, you (aka the boy) have to make a multitude of choices. The game keeps note of these decisions, even if it doesn't provide you with the consequences straight away. In fact, in several cases, you have to wait a while before finding out the choice you made actually matters.
For certain decisions, you don't find out the consequences until the very end of the game. For instance, how you treat the bosses you fight impacts the game's conclusion. If you spare them all, then you will get a different ending from bloodthirsty players who decided to kill everyone.
There are certain things you expect to see when you play a traditional Bethesda RPG. And just because Starfield is a sci-fi affair containing plenty of space travel does not mean it doesn't continue those traditions. It certainly follows the Bethesda staple of including decisions that really matter.
It isn't just the big main story choices, either. There are plenty of decisions to make in the side quests, too. Most of them make a big difference to your experience as they affect the worlds you visit and the people you meet.
Road 96 is a unique game set in a fictional country. It isn't the greatest place to live, as proven by the fact so many people want to leave, including all your characters. The people in question are teenage hitchhikers.
As them, you must make a series of choices in an attempt to flee the horrible nation successfully. What you say and do to the people you meet during your escape attempt directly impacts what ending of the game you get.
In the Game of ThronesTelltale game, you play as several members of the Forrester family and someone close to them. The clan is in serious trouble, and your ultimate goal in the narrative adventure is to acquire help.
Yet, this is the Game of Thrones universe, so merely keeping characters alive is a challenge. In fact, plenty of your choices impact whether certain characters live to the end of the story or not. There are also decisions that impact various other things. Altogether, they affect what ending you unlock.
Summer camp is the perfect setting for a horror story. The one in The Quarry contains several teenage counselors that serve as the playable protagonists. You control them all at different points in the tale. And there is little time to actually manage the camp, as there is something unnerving going on at the place.
TellTale's The Walking Dead is more of a collection of games than a single one. This is because there are four seasons of this narrative adventure experience, along with a couple of spin-offs. The main seasons focus on young Clementine, who finds herself amid a zombie apocalypse.
Her primary goal is simply to survive. To accomplish that, you need to make a litany of difficult decisions that impact her and the people around her. They don't all have a significant effect, but the biggest ones usually do.
Divinity: Original Sin 2 is an isometric turn-based RPG set in a fantasy world called Rivellon. It's a beautiful world, but it is currently under attack from creatures known as Voidwoken. Your customizable protagonist is the only hope to save the place. That is the main premise of the story, but there is a lot more going on in this dense universe.
While adventuring, you make an abundance of choices that impact the overall experience. Not every decision is a binary one that you're prompted to make. Simply the actions you choose to take while exploring impact your adventure.
So, they intend to use their time travel ability to visit different eras and come up with a plan to stop the world from devastation. There are several different ways for the narrative to play out. Which one you get depends on the actions you take throughout the tale.
In Grand Theft Auto 5, you control a trio of protagonists who all have distinct personalities. Yet, one thing they share in common is a willingness to partake in criminal activity, particularly the kind that gains them a significant amount of money. Thus, they go on several heists throughout the story.
Not only do you take part in the heists themselves, but you also do some of the planning, which means you have to make some big decisions. What method do you use? Who do you want on your crew? These choices impact how the heist plays out and how successful it is.
As Dusk Falls is all about choice. After all, the main thing you do in the game is make decisions that heavily impact how every scene plays out. Even choices that seem small sometimes end up being really important. So, you get plenty of influence over the main storyline.
The tale revolves around two families who meet on one faithful day in 1998. The first half of the adventure shows what happened on that day. The second half is set many years later and shows how the events impacted those involved.
Nier: Automata's story is about a major conflict between machines created by aliens and androids crafted by humans. It sounds simple enough, but it actually turns out to be one of the most complex narratives in recent gaming history. And you have to do multiple playthroughs to see and understand everything.
During those runs, you can get a litany of different endings. They trigger based on the actions you choose to make while playing. For instance, if you decide to remove the chip that allows your Android character to function, the game immediately concludes. So, be careful what you choose to do in this action RPG.
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