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Branching storylines are a common trend in visual novels, a subgenre of interactive narrative and adventure games. Visual novels frequently use multiple branching storylines to achieve multiple different endings , allowing non-linear freedom of choice along the way.
The concept of the dialogue tree has existed long before the advent of video games.The earliest known dialogue tree is described in "The Garden of Forking Paths", a 1941 short story by Jorge Luis Borges, in which the combination book of Ts'ui Pên allows all major outcomes from an event branch into their own chapters.
Last time, I mused a bit on the concept of linearity versus openness in gaming. Today, I'd like to continue that line of thought, with a look at narrative paths in game design.
[2] [3] Similar to previous Supermassive Games releases, the game includes a branching narrative, environmental puzzles, and quick time events (QTEs). Behaviour Interactive's Senior Copywriting Team Lead, Justin Fragapane adds "every decision you make pens the script – and may be the only thing standing between life and death for this group ...
As a mix between an adventure game and a visual novel, Herald is a choice-driven adventure game with a branching narrative, where the player can choose how the main protagonist, Devan Rensburg, behaves and interacts with other characters, thus affecting the storyline.
Gloomhaven is a fantasy-themed, campaign-based tactical skirmish game, in which players try to triumph in combat-based scenarios which scale in difficulty depending on the number of players. [4] The game is cooperative and campaign driven, with one to four players working their way through a branching story consisting of 95 scenarios. [5]
This story features an author whose novel is a three-part story containing two branch points, and with nine possible endings. [7] [8] Another story by Borges, titled "The Garden of Forking Paths" (1941), also describes a book with a maze-like narrative, which may have inspired the gamebook form.
No One Has to Die (stylized no-one has to die.) is a 2013 video game by independent developer Sammy Madafiglio. The game is a narrative-driven puzzle game that explores science fiction elements including time travel, in which the player must make choices to rescue and sacrifice characters trapped in a fire at the headquarters of a mysterious corporation.