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  2. Nonlinear gameplay - Wikipedia

    en.wikipedia.org/wiki/Nonlinear_gameplay

    As a compromise between linear and branching stories, there are also games where stories split into branches and then fold back into a single storyline. In these stories, the plot will branch, but then converge upon some inevitable event, giving the impression of a nonlinear gameplay through the use of nonlinear narrative, without the use of ...

  3. Tactical role-playing game - Wikipedia

    en.wikipedia.org/wiki/Tactical_role-playing_game

    The 32-bit era saw many influential tactical RPGs, such as Konami's 1996 Vandal Hearts series, which feature branching storylines that can be altered by the player's dialogue choices that lead to different endings, [37] as well as Sega's 1997 Shining Force 3, SCEI's Arc the Lad Collection (1996–1999), and Square's 1997 Final Fantasy Tactics ...

  4. Gamebook - Wikipedia

    en.wikipedia.org/wiki/Gamebook

    The story continues this way until a paragraph or page which ends that branch of the story. Many solitaire or adventure gamebooks feature a single "successful" ending, and the remainder are "failures". [3] Thus, a gamebook becomes a "puzzle" since only a few or even one branching paths lead to victory.

  5. Gloomhaven - Wikipedia

    en.wikipedia.org/wiki/Gloomhaven

    Gloomhaven is a cooperative board game for one to four players designed by Isaac Childres and published by Cephalofair Games in 2017. It is a campaign-based dungeon crawl game including a narrative campaign, 95 unique playable scenarios, and 17 playable classes.

  6. Visual novel - Wikipedia

    en.wikipedia.org/wiki/Visual_novel

    Non-linear branching storylines are a common trend in visual novels, which frequently use multiple branching storylines to achieve multiple different endings, allowing non-linear freedom of choice along the way, similar to a choose-your-own-adventure novel. Decision points within a visual novel often present players with the option of altering ...

  7. Dialogue tree - Wikipedia

    en.wikipedia.org/wiki/Dialogue_tree

    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.

  8. Biomutant - Wikipedia

    en.wikipedia.org/wiki/Biomutant

    Biomutant has branching storylines where decisions made by the player will decide how the story will continue. The main plot revolves around the "Tree of Life", which is struck by a natural disaster and becomes polluted by poisonous oil from beneath the soil.

  9. Prince Valiant: The Story-Telling Game - Wikipedia

    en.wikipedia.org/wiki/Prince_Valiant:_The_Story...

    The game is designed for children and young adults, [1] with an emphasis on story-telling — designer Greg Stafford claimed that Prince Valiant was the first story-telling role-playing game. [2] The basic game mechanics, covered in a single page, are intentionally simple so as to emphasize story-telling over rules. [ 3 ]