by Ariarule on 1/13/25, 12:35 AM with 69 comments
by dejobaan on 1/13/25, 2:36 AM
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!
by tunesmith on 1/13/25, 4:45 AM
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.
by quotemstr on 1/13/25, 3:44 AM
by tantalor on 1/13/25, 3:58 PM
https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fm...
Looks like a "Time Cave"
by hcs on 1/13/25, 10:21 PM
Indexed here: https://gamebooks.org/Series/457/Show
And some exposition from Hackaday a few years ago: https://hackaday.com/2020/08/28/a-tale-of-tutor-texts/
It looks like I need to take a closer look, that last article says
> often the wrong answer pages take you on a detour path to correct your thinking before rejoining the main line of the book.
which is what I was hoping to find.
by timonofathens on 1/14/25, 8:07 AM
Perfect example of the "Branch and Bottleneck".
It even includes similar graphics at the start of each act.
by orthoxerox on 1/13/25, 12:20 PM
One interesting (and very complex) approach I've seen in VNs is multiple interleaved paths. Each path looks like a branch and bottleneck, but at certain points a decision taken on one path blocks or forces an outcome on another. You can linearize it into a single "branch and bottleneck" with extensive state tracking (this is how it's implemented, after all), but it's far easier to model it as multiple paths.
by kelseyfrog on 1/13/25, 3:10 AM
by flpm on 1/13/25, 2:15 AM
by numbsafari on 1/13/25, 1:21 PM
by Over2Chars on 1/13/25, 5:07 AM
GTA2 with it's competing gangs seem to have a "state" tracker in the form of reputation scores with the game, while having an open world map. As your reputation/state changed opportunities would become available/unavailable.
I still think GTA 2's system is impressive.
by rzzzt on 1/13/25, 8:29 PM
by chrisjj on 1/13/25, 10:27 PM
I do not see that branch-and-bottleneck relies on use of state-tracking any more than gauntlet.
by eugenekolo on 1/13/25, 3:41 PM
by codazoda on 1/13/25, 2:52 AM
by andrewstuart on 1/13/25, 6:33 AM
by yapyap on 1/13/25, 7:38 PM
by ninetyninenine on 1/13/25, 6:02 AM
Basically LLMs have to be given assets and game components that they can easily compose.