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Changed line(s) 86,87 (click to see context) from:
When an AmnesiacHero's lost memories are discovered piece by piece, usually in no particular order.
to:
When an AmnesiacHero's lost memories are discovered backstory is uncovered piece by piece, usually in no particular order.
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Changed line(s) 85 (click to see context) from:
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* RecollectionSidequest\\
When an AmnesiacHero's lost memories are discovered piece by piece, usually in no particular order.
When an AmnesiacHero's lost memories are discovered piece by piece, usually in no particular order.
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* RecollectionSidequest\\
A side objective to recover an AmnesiacHero's lost memory, piece by piece.
A side objective to recover an AmnesiacHero's lost memory, piece by piece.
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* RecollectionSidequest\\
A side objective to recover an AmnesiacHero's lost memory, piece by piece.
A side objective to recover an AmnesiacHero's lost memory, piece by piece.
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* EmergentNarrative\\
A plot that emerges procedurally from gameplay mechanics and player actions.
A plot that emerges procedurally from gameplay mechanics and player actions.
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* BranchAndBottleneckPlotStructure\\
The plot branches out, but all branches are merged back together into a linear section later.
The plot branches out, but all branches are merged back together into a linear section later.
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* AssassinationSidequest\\
A type of sidequest that requires you to kill a specific target stealthily.
A type of sidequest that requires you to kill a specific target stealthily.
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Deleted line(s) 15,16 (click to see context) :
* DialogueTree\\
The player can decide what and in which order to say in dialogues with [=NPCs=].
The player can decide what and in which order to say in dialogues with [=NPCs=].
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* KeywordsConversation\\
A dialogue mode where the player inputs keywords to elicit a response from the NPC.
A dialogue mode where the player inputs keywords to elicit a response from the NPC.
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* SchrodingersQuestion\\
An in-game decision is disguised as a quiz.
An in-game decision is disguised as a quiz.
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* PlayableEpilogue\\
The player is given a degree of control over the ending "cutscene".
The player is given a degree of control over the ending "cutscene".
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!Narrative parallelization
Gameplay input runs in parallel with story output.
Gameplay input runs in parallel with story output.
to:
Gameplay input runs in parallel with story output.
Ways to make dialogue between in-game characters both interactive and natural-sounding.
* DialogueTree\\
The player can decide what and in which order to say in dialogues with [=NPCs=].
The player can decide what and in which order to say in dialogues with [=NPCs=].
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* NPCScheduling\\
Non-player characters are characterized by having lives beyond only reacting to the player's actions.
* PlayableEpilogue\\
The player is given a degree of control over the ending "cutscene".
Non-player characters are characterized by having lives beyond only reacting to the player's actions.
* PlayableEpilogue\\
The player is given a degree of control over the ending "cutscene".
to:
* NPCScheduling\\
Non-player characters are characterized by having lives beyond only reacting toKeywordsConversation\\
A dialogue mode where theplayer's actions.
* PlayableEpilogue\\
Theplayer is given inputs keywords to elicit a degree of control over response from the ending "cutscene".
NPC.
* SchrodingersQuestion\\
An in-game decision is disguised as a quiz.
Non-player characters are characterized by having lives beyond only reacting to
A dialogue mode where the
* PlayableEpilogue\\
The
* SchrodingersQuestion\\
An in-game decision is disguised as a quiz.
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* NPCScheduling\\
Non-player characters are characterized by having lives beyond only reacting to the player's actions.
Non-player characters are characterized by having lives beyond only reacting to the player's actions.
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* ChoiceAndConsequenceSystem\\
A sub-system that tracks the player's plot decisions and dynamically branches the plot when said decisions become relevant later on.
A sub-system that tracks the player's plot decisions and dynamically branches the plot when said decisions become relevant later on.
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* ChoiceAndConsequenceSystem\\
A sub-system that tracks the player's plot decisions and dynamically branches the plot when said decisions become relevant later on.
A sub-system that tracks the player's plot decisions and dynamically branches the plot when said decisions become relevant later on.
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Deleted line(s) 23,24 (click to see context) :
* {{Railroading}}\\
The game ''could'' offer the player different paths but doesn't.
The game ''could'' offer the player different paths but doesn't.
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* {{Railroading}}\\
The game ''could'' offer the player different paths but doesn't.
The game ''could'' offer the player different paths but doesn't.
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* ScriptBreaking\\
The player somehow breaks the predetermined story event sequence, introducing non-linearity where there possibly wasn't any before.
The player somehow breaks the predetermined story event sequence, introducing non-linearity where there possibly wasn't any before.
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None
Deleted line(s) 13,20 (click to see context) :
* BlamingTheRailroadedPlayerCharacter\\
The player's character is admonished for doing something heinous, even though this was the only choice the player was allowed to make.
* ButThouMust\\
Things that look like choices but actually enforce a certain direction.
* ChoiceAndConsequenceSystem\\
A sub-system that tracks the player's plot decisions and dynamically branches the plot when said decisions become relevant later on.
* CuttingOffTheBranches\\
There are multiple endings but only one of them is canon in later installments.
The player's character is admonished for doing something heinous, even though this was the only choice the player was allowed to make.
* ButThouMust\\
Things that look like choices but actually enforce a certain direction.
* ChoiceAndConsequenceSystem\\
A sub-system that tracks the player's plot decisions and dynamically branches the plot when said decisions become relevant later on.
* CuttingOffTheBranches\\
There are multiple endings but only one of them is canon in later installments.
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* MergingTheBranches\\
A blend of several mutually exclusive story branches is declared canon by the sequels.
A blend of several mutually exclusive story branches is declared canon by the sequels.
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* 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 path/ending is declared non-canon.
The game ''could'' give the player an option to be evil but doesn't.
* NoCanonForTheWicked\\
The player can choose to be evil but this path/ending is declared non-canon.
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!Narrative trimming
How story branching is invalidated, either by later canon or by only seemingly offering it.
* BlamingTheRailroadedPlayerCharacter\\
The player's character is admonished for doing something heinous, even though this was the only choice the player was allowed to make.
* ButThouMust\\
Things that look like choices but actually enforce a certain direction.
* ChoiceAndConsequenceSystem\\
A sub-system that tracks the player's plot decisions and dynamically branches the plot when said decisions become relevant later on.
* CuttingOffTheBranches\\
There are multiple endings but only one of them is canon in later installments.
* MergingTheBranches\\
A blend of several mutually exclusive story branches is declared canon by the sequels.
* 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 path/ending is declared non-canon.
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* PromptlessBranchingPoint\\
When story branching occurs without explicit prompts, through gameplay alone.
When story branching occurs without explicit prompts, through gameplay alone.
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None
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* ChoiceAndConsequenceSystem\\
A sub-system that tracks the player's plot decisions and dynamically branches the plot when said decisions become relevant later on.
A sub-system that tracks the player's plot decisions and dynamically branches the plot when said decisions become relevant later on.
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* EventFlag\\
The game records whether the player made a certain decision and alters later events accordingly.
The game records whether the player made a certain decision and alters later events accordingly.
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None
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Play the story [[RashomonStyle from the perspective]] of two or more [[PlayerCharacter player characters]].
to:
Play the story [[RashomonStyle from the perspective]] of two or more [[PlayerCharacter player characters]].{{player character}}s.
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Changed line(s) 70 (click to see context) from:
Play the story [[RashomonStyle from the perspective of]] two or more [[PlayerCharacter]]s.
to:
Play the story [[RashomonStyle from the perspective of]] perspective]] of two or more [[PlayerCharacter]]s.[[PlayerCharacter player characters]].
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Changed line(s) 70 (click to see context) from:
Play the story [[RashomonStyle from the perspective of]] two or more [[Player Character]]s.
to:
Play the story [[RashomonStyle from the perspective of]] two or more [[Player Character]]s.[[PlayerCharacter]]s.
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Choose one of two or more groups and you see their side of the story.
to:
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Never mind
* StoryBranching\\
SuperTrope: The story changes depending on the player's actions.
SuperTrope: The story changes depending on the player's actions.
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* StoryBranching\\
SuperTrope: The story changes depending on the player's actions.
SuperTrope: The story changes depending on the player's actions.
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Fixed an alphabetizing error
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* StoryBranching\\
SuperTrope: The story changes depending on the player's actions.
SuperTrope: The story changes depending on the player's actions.
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* StoryBranching\\
SuperTrope: The story changes depending on the player's actions.
SuperTrope: The story changes depending on the player's actions.
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* BlamingTheRailroadedPlayerCharacter\\
The player's character is admonished for doing something heinous, even though this was the only choice the player was allowed to make.
The player's character is admonished for doing something heinous, even though this was the only choice the player was allowed to make.
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None
Changed line(s) 61 (click to see context) from:
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* PhilosophicalChoiceEndings\\
The ending choice lets the player take a stand on a philosophical or ethical issue.
The ending choice lets the player take a stand on a philosophical or ethical issue.
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* StoryBreadcrumbs\\
Entirely optional texts scattered around levels reveal the larger context of the gameplay--if the player reads them.
Entirely optional texts scattered around levels reveal the larger context of the gameplay--if the player reads them.
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* CompanionSpecificSidequest\\
Depending on which companions the player has recruited, they may or may not receive this side-quest.
Depending on which companions the player has recruited, they may or may not receive this side-quest.
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None
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* SchrodingersPlayerCharacter\\
Depending on who you choose as your PlayerCharacter, the story will wrap itself around that character and not the others.
Depending on who you choose as your PlayerCharacter, the story will wrap itself around that character and not the others.
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None
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The story is completely ignored by the players who concentrate on the gameplay.
to:
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How much the player spends on pressing buttons vs. learning the story.
to:
How much time the player spends on pressing buttons vs. learning the story.
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* KeywordsConversation\\
A dialogue mode where the player inputs keywords to elicit a response from the NPC.
A dialogue mode where the player inputs keywords to elicit a response from the NPC.
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None
Changed line(s) 111 (click to see context) from:
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* VideoGamesAndFate\\
The strict linearity of a game's storyline is not used solely as a gameplay contrivance, but representative of the game's themes of fate and predestination.
The strict linearity of a game's storyline is not used solely as a gameplay contrivance, but representative of the game's themes of fate and predestination.
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* SecretCharacter\\
Most players have no idea this character even exists in the game, because finding them takes so much effort.
Most players have no idea this character even exists in the game, because finding them takes so much effort.
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Changed line(s) 69,71 (click to see context) from:
* OptionalPartyMember\\
It's up to you whether they join the group or not.
It's up to you whether they join the group or not.
to:
It's up to you whether they join the group or not.
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* OptionalPartyMember\\
It's up to you whether they join the group or not.
It's up to you whether they join the group or not.