Follow TV Tropes

Following

History Main / InteractiveStorytellingTropes

Go To

OR

Added: 158

Changed: 23

Removed: 108

Is there an issue? Send a MessageReason:
None



to:

* OptionalPartyMember\\
It's up to you whether they join the group or not.



* PlotTunnel\\
All non-essential plot activities are temporarily suspended during mandatory plot advancement.



* PlotTunnel\\
All non-essential plot activities are temporarily suspended during mandatory plot advancement.
Is there an issue? Send a MessageReason:
Plus signs in indexes are supposed to denote categories.


+ {{Sidequest}}\\

to:

+ * {{Sidequest}}\\
Is there an issue? Send a MessageReason:
None


The narrative does not reflect the character's gameplay abilities and vice versa. See also its subtropes.

to:

The A SuperTrope of cases in which a game's narrative does not reflect the character's its gameplay abilities and vice versa. See also its subtropes.



Various ways of reinforcing the story through gameplay and vice versa.

to:

Various A SuperTrope of various ways of reinforcing the story through gameplay and vice versa.

Added: 146

Changed: 26

Removed: 120

Is there an issue? Send a MessageReason:
None


* StoryDifficultySetting\\
When a game features a difficulty setting specifically catering to players who just want to experience the game's story.

to:

* StoryDifficultySetting\\
When a game features a difficulty setting specifically catering to players who just want to experience the game's story.



* StoryDifficultySetting\\
When a game features a difficulty setting specifically catering to players who just want to experience the game's story.



Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NPCScheduling\\
Non-player characters are characterized by having lives beyond only reacting to the player's actions.

Added: 632

Changed: 26

Removed: 420

Is there an issue? Send a MessageReason:
None


* {{Sidequest}}\\
Depending on the player's choices, this episode may or may not occur.

to:

* + {{Sidequest}}\\
Depending on the player's choices, this episode may or may not occur. See also its subtropes.



* ExpositoryGameplayLimitation\\
The range of actions the player can carry out in-game is temporarily limited in order to better focus their attention on exposition.
* InjuredPlayerCharacterStage\\
A player character gets injured in a game's storyline, which impacts upon their abilities in the succeeding gameplay sequence.



!Gameplay and story symbiosis
How narrative tropes and gameplay tropes co-exist in the same game.

* ExpositoryGameplayLimitation\\
The player's gameplay abilities are temporarily restricted to focus their attention on the narration.
+ GameplayAndStorySegregation\\
The narrative does not reflect the character's gameplay abilities and vice versa. See also its subtropes.
* InjuredPlayerCharacterStage\\
A player character gets injured in a game's storyline, which impacts their abilities in the subsequent gameplay sequence.
* SlidingScaleOfGameplayAndStoryIntegration\\
Various ways of reinforcing the story through gameplay and vice versa.



* SlidingScaleOfGameplayAndStoryIntegration\\
Reinforcing the story through gameplay and vice versa.
Is there an issue? Send a MessageReason:
While Loads And Loads Of Sidequests is a subtrope of Side Quest, it is not so much about conveying narrative as offering more gameplay content.


** LoadsAndLoadsOfSidequests\\
Do stuff, get stuff. Repeat 100 times.
Is there an issue? Send a MessageReason:
None


The player can choose to be evil but this ending is declared non-canon.

to:

The player can choose to be evil but this ending path/ending is declared non-canon.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* InjuredPlayerCharacterStage\\
A player character gets injured in a game's storyline, which impacts upon their abilities in the succeeding gameplay sequence.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* StaticRoleExchangeableCharacter\\
The key plot roles are always the same, but the player can assign different characters to play them.

Added: 122

Changed: 25

Is there an issue? Send a MessageReason:
None



to:

* ThirdOptionAdaptation\\
A sequel or adaptation deals with multiple branches in the original by rejecting all of them and coming up with a new one.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EarnYourBadEnding\\
A bad ending that's harder to get than the normal ending.
Is there an issue? Send a MessageReason:
None


When a game features a difficulty setting specifically catering players who just want to experience the game's story.

to:

When a game features a difficulty setting specifically catering to players who just want to experience the game's story.

Added: 108

Changed: 177

Is there an issue? Send a MessageReason:
None


* PlotTunnel\\
All non-essential plot activities are temporarily suspended during mandatory plot advancement.



* PlotTunnel\\
All non-essential plot activities are temporarily suspended during mandatory plot advancement.

to:

* PlotTunnel\\
All non-essential plot activities are temporarily suspended during mandatory plot advancement.
StoryDifficultySetting\\
When a game features a difficulty setting specifically catering players who just want to experience the game's story.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EnjoyTheStorySkipTheGame\\
A game which features both story and gameplay, but the gameplay is largely overlooked by players in favour of the story.

Added: 96

Removed: 96

Is there an issue? Send a MessageReason:
None


* AnotherSideAnotherStory\\
Choose one of two or more groups and you see their side of the story.


Added DiffLines:

* AnotherSideAnotherStory\\
Choose one of two or more groups and you see their side of the story.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AnotherSideAnotherStory\\
Choose one of two or more groups and you see their side of the story.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ExpositoryGameplayLimitation\\
The range of actions the player can carry out in-game is temporarily limited in order to better focus their attention on exposition.

Added: 104

Changed: 1

Is there an issue? Send a MessageReason:
None





* LastSecondEndingChoice\\
The ending is determined entirely by a single choice near the end of the game.



Not a continuous ending cutscene, but a sequence of short scenes that shows the consequences of your choices.

to:

Not a continuous ending cutscene, but a sequence of short scenes that shows show the consequences of your choices.


Added DiffLines:

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SlidingScaleOfGameplayAndStoryIntegration\\
Reinforcing the story through gameplay and vice versa.

Added: 108

Changed: 1

Is there an issue? Send a MessageReason:
None


Things that look like choices but actually enforce a certain direction.

to:

Things that look like choices but actually enforce a certain direction.


Added DiffLines:

* MergingTheBranches\\
A blend of several mutually exclusive story branches is declared canon by the sequels.

Added: 94

Changed: 14

Is there an issue? Send a MessageReason:
None



to:

* PlotTunnel\\
All non-essential plot activities are temporarily suspended during mandatory plot advancement.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* StoryBranchFavoritism\\
The creators put a lot more effort into some branches at the expense of the others--but they are all equally canon.
Is there an issue? Send a MessageReason:
None


* SideQuest\\

to:

* SideQuest\\{{Sidequest}}\\



The game contains a considerate amount of sidequests; the time to complete them all excedes that of the main story.

to:

The game contains a considerate amount of sidequests; the time to complete them all excedes that of the main story.Do stuff, get stuff. Repeat 100 times.

Added: 145

Changed: 16

Is there an issue? Send a MessageReason:
None


* SideQuest (and subtropes)\\

to:

* SideQuest (and subtropes)\\SideQuest\\


Added DiffLines:

** LoadsAndLoadsOfSidequests\\
The game contains a considerate amount of sidequests; the time to complete them all excedes that of the main story.

Added: 70

Changed: 2

Is there an issue? Send a MessageReason:
None


* StoryToGameplayRatio

to:

* StoryToGameplayRatioStoryToGameplayRatio\\
How much the player spends on pressing buttons vs. learning the story.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ButThouMust\\
Things that look like choices but actually enforce a certain direction.


Added DiffLines:

* DialogueTree\\
The player can decide what and in which order to say in dialogues with [=NPCs=].
Is there an issue? Send a MessageReason:
None


Storytelling tropes that are made possible by the nature of interactive media (primarily VideoGames but also others, e.g. VisualNovels). In other words, ways to tell stories that are unfeasible without a player actively shaping them.

to:

Storytelling tropes that are made possible by the nature of interactive media (primarily VideoGames but also others, e.g. VisualNovels).(VideoGames, VisualNovels, etc.). In other words, ways to tell stories that are unfeasible without a player actively shaping them.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Storytelling tropes that are made possible by the nature of interactive media (primarily VideoGames but also others, e.g. VisualNovels). In other words, ways to tell stories that are unfeasible without a player actively shaping them.

Contrast pure gameplay tropes like VariousVideogameViews, VideoGameDifficultyTropes, VideoGameInterfaceElements, etc.
----
!Narrative branching
Mutually exclusive events occur in the story, depending on the player's actions.

* StoryBranching\\
SuperTrope: The story changes depending on the player's actions.
* BigFirstChoice\\
An early decision has massive impact on the entire rest of the story.
* CuttingOffTheBranches\\
There are multiple endings but only one of them is canon in later installments.
* MultipleGameOpenings\\
The prologue changes depending on the player's choices before starting the game.
* NoCampaignForTheWicked\\
The game ''could'' give the player an option to be evil but doesn't.
* NoCanonForTheWicked\\
The player can choose to be evil but this ending is declared non-canon.
* {{Railroading}}\\
The game ''could'' offer the player different paths but doesn't.
* SchrodingersGun\\
The very premises of the story are changed depending on the player's actions.
* SchrodingersQuestion\\
An in-game decision is disguised as a quiz.

!Variable endings
The story shows different outcomes depending on the player's actions.

* MultipleEndings\\
SuperTrope: The ending changes depending on the player's actions.
* AlignmentBasedEndings\\
Several endings based on a moral choice.
* FactionSpecificEndings\\
Each major faction in the game gets an ending where it wins.
* GoldenEnding\\
The best ending among multiple available.
* ModularEpilogue\\
Not a continuous ending cutscene, but a sequence of short scenes that shows the consequences of your choices.
* OmegaEnding\\
The player must find all other endings to view this one.

!Narrative rearranging/re-sequencing
Same events occur in the story but the player can decide on the order of their occurrence or presentation.

* ArbitrarilySerializedSimultaneousAdventures\\
The player decides in which order to experience simultaneous in-story events.
* GoldenPath\\
The most rewarding set of player choices throughout the game.
* GottaCatchThemAll\\
The player must collect all PlotCoupons but can decide in which order.

!Narrative filigree
Some events only occur in the story if the player takes specific actions and are non-essential to overall plot.

* OptionalCharacterScene\\
Depending on the player's choice of companions, this scene may or may not occur.
* OptionalSexualEncounter\\
Depending on the player's actions, this explicit scene may or may not occur.
* SideQuest (and subtropes)\\
Depending on the player's choices, this episode may or may not occur.
* SidequestSidestory\\
Depending on the player's choices, this story arc may or may not occur.

!Narrative parallelization
Gameplay input runs in parallel with story output.

* DialogDuringGameplay\\
Audio-only dialogue runs in parallel with the player's actions.
* EnemyChatter\\
Mooks can talk with each other, as long as the player doesn't disturb them.
* PlayableEpilogue\\
The player is given a degree of control over the ending "cutscene".

!Meta-tropes

* PlayingThePlayer\\
The game controls the players by letting them think they control it.
* PlayTheGameSkipTheStory\\
The story is completely ignored by the players who concentrate on the gameplay.
* StoryToGameplayRatio
----

Top