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Standard patterns in choice-based games (2015)


When I was analysing the structures of CYOA works a few years back, I began to recognise some strong recurring design patterns. I came up with some home-brewed terminology, but didn’t ever la…

As with classic map-based parser games, the narrative tends to become slower-paced and less directed; the player has more leisure to explore and grasp the world, but spends less of their time advancing the story. Effects: This is a challenging style to write for, both because it’s difficult to intuitively grasp – writers tend to rebound quickly to a more unified structure – and because few assumptions can ever be made about prior events. 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.

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