Overview
Choice and consequence. Branching narrative promises that player decisions matter—not just in the moment, but across the entire story. The technique ranges from cosmetic variations to genuinely different plot paths. Heavy Rain offered radically different outcomes; The Witcher tracked consequences across games; Fallout: New Vegas provided four distinct endings. Every branch multiplies development cost exponentially.
Fast facts
- Origins: Choose Your Own Adventure books.
- Challenge: Exponential content.
- Solution: Foldback structure.
- Modern approach: Systemic consequences.
Branch types
| Type | Scope |
|---|
| Cosmetic | Dialogue variations |
| Tactical | Immediate outcomes |
| Strategic | Long-term consequences |
| Structural | Different story paths |
Structural patterns
| Pattern | Description |
|---|
| Foldback | Branches reconverge |
| Parallel paths | Distinct routes |
| Delayed consequence | Later payoff |
| Butterfly effect | Small choice, big impact |
State tracking
| System | Complexity |
|---|
| Binary flags | Simple on/off |
| Numeric values | Relationship meters |
| Quest states | Multi-stage tracking |
| World state | Global variables |
Notable implementations
| Game | Achievement |
|---|
| The Witcher 2 | Act 2 split |
| Heavy Rain | Character death outcomes |
| Detroit: Become Human | Flowchart visualisation |
| Fallout: New Vegas | Faction endings |
Development economics
| Cost factor | Impact |
|---|
| Writing | Multiplied by branches |
| Voice acting | Expensive per line |
| Testing | Combinatorial paths |
| Art assets | Unique scenes |
Player perception
| Reality | Experience |
|---|
| Illusion often | Effective |
| Actual branching | Resource-intensive |
| Delayed payoff | Satisfying |
| Replay value | Discovery |
See also