Game Design: Choice Paths Part 1: Linear, Option, Divergent, and “Dinner” Paths

Since the majority of games (or, perhaps it is better to say, pretty much every major game out there) relies almost entirely on pre-scripted advancement techniques to handle plots and narratives, I figured I’d write a little article on choice paths in games. Choice paths are something that I used a ton when I was working on Orchestra over on Story Nexus, and they’re a great way to see what you’re doing. Continue reading “Game Design: Choice Paths Part 1: Linear, Option, Divergent, and “Dinner” Paths”