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Markup View
Author: Koveras
Jun 6th 2017
at
6:09:02 AM
I have reworked this TLP to focus on one particular thing. I may split the "fuzzy plot choices" and "cumulative plot choices" off into separate TLPs, but right now, I'd like to tackle them one at a time. I have remove the ''Undertale'' example again, because it is much more in line with the "cumulative plot choices" trope. The "fuzzy" examples section, for the record was: !!Fuzzy plot choices This category instead uses the "traditional", i.e. explicit plot branching mechanics, such as menus and dialogue trees, but in a way that ''partially'' obfuscates their impact, i.e. the player is neither told the exact consequences of each available choice, nor is kept [[GuideDangIt completely in the dark]]. This can be implemented by assigning a hard utility value to each choice, but instead of revealing this value to the player explicitly, it is instead [[GameplayAndStoryIntegration reflected in the "soft" content]], such as dialogue, lore, and FlavorText. This way, the players can infer the likely outcomes of each decision from the sum of their knowledge, despite the underlying values being hidden from them. * ''VideoGame/MassEffect2'' bases its entire endgame segment on such choices and requires the player to figure out who, among their crew, is the most capable at hacking, biotics, field command, and holding down the fort from many, many clues scattered through the game's wildly non-linear plot. It furthermore expects you to recognize the importance of upgrading your CoolStarship and to invest valuable resources into these upgrades without any indication to their usefulness beyond a single teammate suggesting that any small advantage counts. * ''VideoGame/UntilDawn'' has the ButterflyEffect as its main theme, so many of the characters fates are based on decitions made in previous chapters, which often seem insignificant, or important in another way at first. The game will in hindsight tell the player through its butterfly menu which actions lead to which outcome. There are also a variety of totems which show the player possible future events, such as death, upcoming danger, as well as some good outcomes, to help making the right ([[VideoGameCrueltyPotential or wrong]]) decisions. E.g. early on, Chris and Ashley get captured by the Psycho and Chris gets tasked with either shooting himself or Ashley, with the survivor being free to go. This then turns out to be a mean prank by Josh, with both surviving no mater what. But if you "shoot" Ashley she will keep a grudge on Chris, which leads to her later not opening the door for him and him getting torn to pieces by the {{Wendigo}}.
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