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** ''VideoGame/AceCombatZeroTheBelkanWar'' has several missions consisting of three different levels representing distinct phases of the same major military operation. You could only choose to complete one of them per playthrough. Additionally, your KarmaMeter determined which boss squadrons you fought at three points of the game (in addition to the two mandatory boss squadrons and the FinalBoss).


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** ''VideoGame/AceCombat6FiresOfLiberation'' features a subtle branching not unlike in ''Zero'', except that you only have one linear sequence of (very large) levels--but most of them contain up to seven concurrent and largely independent objectives ("operations"). Since completing half of the operations automatically ends the mission, you effectively miss out on all others--but unlike in ''Zero'', you can dynamically switch between operations mid-mission.

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* Two ''AceCombat'' games included major story branching: ''VideoGame/AceCombat3Electrosphere'' and ''AceCombatXSkiesOfDeception''. However, only the former had MultipleEndings, while in the latter, all branches converged for the final mission. Minor branching was present in other games, as well, but it usually availed to one or two mission-long branches, which converged back again into the linear storyline.
** ''AceCombat5'' branches off at two different times before converging back into the main story. Your wingman Chopper asks you a question in the middle of a mission and your Yes/No answer determines the choice. The questions he asks has nothing to do with anything relevant to the missions.

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* Two ''AceCombat'' games included major story branching: In the ''VideoGame/AceCombat'' series:
**
''VideoGame/AceCombat3Electrosphere'' and ''AceCombatXSkiesOfDeception''. However, only the former had MultipleEndings, while in the latter, all branches converged for the final mission. Minor has four major branching was present in other games, as well, but it usually availed points ([[spoiler:whether to one desert UPEO with Dision; whether to desert GR with Dision ''again''; follow Park's orders and kill Fiona or two mission-long branches, desert with her to Neucom; whether to desert Neucom with Cynthia]]) leading to five different faction-specific endings. There are also minor branchings, which converged converge back again into the linear storyline.
main plot after one-two missions.
** ''AceCombat5'' ''VideoGame/AceCombat5TheUnsungWar'' branches off at two different times points in the campaign before converging back into the main story. Your wingman Chopper asks you a question in the middle of a mission and your Yes/No answer determines the choice. The questions he asks has have nothing to do with anything relevant to the missions.missions.
** ''VideoGame/AceCombatXSkiesOfDeception'' branches out very often into two or three possible paths, but all branches converge again for the final mission.
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The amount of StoryBranching determines the degree of ''plot'' (non-)linearity. See SlidingScaleOfLinearityVsOpenness for the possible degrees of ''exploration'' (non-)linearity. See also StoryToGameplayRatio.

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The amount of StoryBranching determines the degree of ''plot'' (non-)linearity. See SlidingScaleOfLinearityVsOpenness for the possible degrees of ''exploration'' (non-)linearity.(non-)linearity, and CombatDiplomacyStealth for a way to introduce ''gameplay'' non-linearity. See also StoryToGameplayRatio.
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* ''VideoGame/BladeRunner'' is famous for its non-linear plot dependent on many player decisions and success at finding evidence, leading to thirteen possible endings.
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* In ''ChronoCross'', there are three ways to sneak into Viper Manor early in the game, depending on which character the player asks for assistance. Each route progresses through a different area and gives the player a different party member in the process. Afterwards, the decision of whether to save Kid affects another set of characters added to the player's party. Another branch in ChronoCross happens when you must choose whether to save Kid at the cost of destroying an ecosystem. Again, the choice you make will determine the characters at your disposal.

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* In ''ChronoCross'', there are three ways to sneak into Viper Manor early in the game, depending on which character the player asks for assistance. Each route progresses through a different area and gives the player a different party member in the process. Afterwards, the decision of whether to save Kid affects another set of characters added to the player's party. Another branch in ChronoCross happens when you must choose whether to save Kid at the cost of destroying an ecosystem. Again, the choice you make will determine the characters at your disposal.
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* ''VideoGame/CallOfDutyBlackOps2'': Used several times throughout the campaign, with results of the decisions sometimes not being felt until the very end of the game. Major choices that affect the ending are [[spoiler:finding out about the CIA mole, saving / failing to save Karma, shooting Briggs in the knee or head, shooting Harper or sparing him, shooting Alex Mason in the head or the legs]], completing all Strike Force missions and [[spoiler:killing or sparing Menendez]].
** Less important decisions include Harper's face being scarred and [[spoiler:[=DeFalco's=] fate]].



* Not just VideoGame/{{Persona}} but a number of ShinMegamiTensei games have branching paths where you choose between Law, Chaos, or Neutral allegiance.

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* Not just VideoGame/{{Persona}} ''VideoGame/{{Persona}}'' but a number of ShinMegamiTensei ''ShinMegamiTensei'' games have branching paths where you choose between Law, Chaos, or Neutral allegiance.


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[[folder:Turn Based Strategy]]
* ''VideoGame/ShadowWatch'': The game features a degree of randomization and was marketed as being a different game every time one played it (the manual claims that each campaign can proceed 162 ways depending on randomization and player choice). In practice, however, the randomization didn't affect the actual gameplay all that much.


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* ''OtometekiKoiKakumeiLoveRevo''.
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* Not just {{Persona}} but a number of ShinMegamiTensei games have branching paths where you choose between Law, Chaos, or Neutral allegiance.

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* Not just {{Persona}} VideoGame/{{Persona}} but a number of ShinMegamiTensei games have branching paths where you choose between Law, Chaos, or Neutral allegiance.
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* ''VideoGame/{{Persona}}'' games all have some degree of StoryBranching, for example, the SEBEC route in ''{{Persona}}'', and the Female Protagonist Route in ''[[{{Persona 3}} P3P]]''.

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* ''VideoGame/{{Persona}}'' games all have some degree of StoryBranching, for example, the SEBEC route in ''{{Persona}}'', ''VideoGame/{{Persona}}'', and the Female Protagonist Route in ''[[{{Persona 3}} P3P]]''.
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* ''{{Persona}}'' games all have some degree of StoryBranching, for example, the SEBEC route in ''{{Persona}}'', and the Female Protagonist Route in ''[[{{Persona 3}} P3P]]''.

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* ''{{Persona}}'' ''VideoGame/{{Persona}}'' games all have some degree of StoryBranching, for example, the SEBEC route in ''{{Persona}}'', and the Female Protagonist Route in ''[[{{Persona 3}} P3P]]''.
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* {{Visual Novel}}s in general ''thrive'' on this kind of thing. One could say that story branching is the only kind of gameplay there is to them.

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* Story branches in {{Visual Novel}}s in general ''thrive'' on this kind of thing.are known as "routes". One could say that story branching is the only kind of gameplay there is to them.
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StoryBranching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be LostForever (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order--but the overall plot only progresses once you have ''all'' of them. Also to distinguish is "cosmetic branching", wherein your choices mainly affect CharacterCustomization (like [[AndYourRewardIsClothes clothes]] and [[KarmaMeter moral standing]]) while the game {{railroad|ing}}s you into essentially the same level, objective, and "choice" progression. For a more in-depth look, refer to '''Analysis.StoryBranching'''.

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StoryBranching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be LostForever (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order--but the overall plot only progresses once you have ''all'' of them. Also to distinguish is "cosmetic branching", wherein your choices mainly affect CharacterCustomization (like [[AndYourRewardIsClothes clothes]] and [[KarmaMeter moral standing]]) while the game {{railroad|ing}}s you into essentially the same level, objective, and "choice" progression. For a more in-depth look, refer to '''Analysis.StoryBranching'''.
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* Subverted in ''EpicMickey'', where the player's ExpositionFairy explicitly hints that they may solve puzzles and defeat Bosses in multiple ways (typically with either Paint or Thinner) and the player must pick a course of action; this affects NPCs' opinions of Mickey throughout the adventure, but it has zero effect on the adventure itself, nor its ending (though ending cutscenes do reflect the actual choices made).

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* Subverted in ''EpicMickey'', where the player's ExpositionFairy explicitly hints that they may solve puzzles and defeat Bosses in multiple ways (typically with either Paint or Thinner) and the player must pick a course of action; this affects NPCs' [=NPCs=]' opinions of Mickey throughout the adventure, but it has zero effect on the adventure itself, nor its ending (though ending cutscenes do reflect the actual choices made).
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* After completing the game once in ''StarFoxCommand'' and receiving a relatively mundane ending, the game unlocks alternate story paths the player may select after completing each mission - these progress through different areas (with different party members), branching and interleaving to yield a total of nine distinct MultipleEndings.
* Shmup ''G-Darius'' was all about branching levels that took you to one of several MultipleEndings. The opportunity to choose a level occurs in the middle of the level that you are currently playing.

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* After completing the game once in ''StarFoxCommand'' ''VideoGame/StarFoxCommand'' and receiving a relatively mundane ending, the game unlocks alternate story paths the player may select after completing each mission - these progress through different areas (with different party members), branching and interleaving to yield a total of nine distinct MultipleEndings.
* Shmup ''G-Darius'' was The ''VideoGame/{{Darius}}'' series is all about branching levels that took take you to one of several MultipleEndings. The opportunity to choose a level occurs in the middle of the level that you are currently playing.



* ''ResidentEvilOutbreak'' had several scenarios where the plotlines would branch and you could take a different path of escape.

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* ''ResidentEvilOutbreak'' ''VideoGame/ResidentEvilOutbreak'' had several scenarios where the plotlines would branch and you could take a different path of escape.
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While {{Adventure|Game}} and {{Role Playing Game}}s are frequently built on plotlines that progress in only one scripted direction, sometimes a video game developer offers the player a choice about which direction a given segment may proceed, by offering multiple paths that run paralell to each other.

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While {{Adventure|Game}} and {{Role Playing Game}}s are frequently built on plotlines that progress in only one scripted direction, sometimes a video game developer offers the player a choice about which direction a given segment may proceed, by offering multiple paths that run paralell parallel to each other.
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* TheWitcher2 also has a major choice, but it is made fairly early in the game. Based on your choice there, the storyline develops in one of two rather different ways which only come together again in the final chapter.

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* TheWitcher2 ''VideoGame/TheWitcher2AssassinsOfKings'' also has a major choice, but it is made fairly early in the game. Based on your choice there, the storyline develops in one of two rather different ways which only come together again in the final chapter.

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Moving example to Multiple Endings subtrope.


* ''VideoGame/CallOfDutyBlackOps2'' has a variation wherein you still play every stage, but ''your actions'' within those stages will affect on what kind of ending you will get (like spare X in this level while kill Y in another level).



** AceCombat5 branches off at two different times before converging back into the main story. Your wingman Chopper asks you a question in the middle of a mission and your Yes/No answer determines the choice. The questions he asks has nothing to do with anything relevant to the missions.

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** AceCombat5 ''AceCombat5'' branches off at two different times before converging back into the main story. Your wingman Chopper asks you a question in the middle of a mission and your Yes/No answer determines the choice. The questions he asks has nothing to do with anything relevant to the missions.
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* ''VideoGame/CallOfDutyBlackOps2'' has a variation wherein you still play every stage, but ''your actions'' within those stages will affect on what kind of ending you will get (like spare X in this level while kill Y in another level).
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* ''VideoGame/HeavyRain'' branches heavily from the moment the first player character can suffer a PlotlineDeath.
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Subtropes include MultipleEndings (where plot branches occur at the finale, leading to different denouments) and MultipleGameOpenings (where the story starts along a branch). Compare and contrast ChooseYourOwnAdventure, the manner in which branching plotlines appear in other media.

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Subtropes include MultipleEndings (where plot branches occur at the finale, leading to different denouments) and {{denouement}}s), MultipleGameOpenings (where the story starts along a branch).branch), and SecretLevel (where the plot gains an additional episode under certain conditions). Compare and contrast ChooseYourOwnAdventure, the manner in which branching plotlines appear in other media.
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StoryBranching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be LostForever (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order--but the overall plot only progresses once you have ''all'' of them. Also to distinguish is "cosmetic branching", wherein your choices mainly affect CharacterCustomization (like [[AndYourRewardIsClothes clothes]] and [[KarmaMeter moral standing]]) while the game railroads you into essentially the same level, objective, and "choice" progression. For a more in-depth look, refer to '''Analysis.StoryBranching'''.

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StoryBranching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be LostForever (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order--but the overall plot only progresses once you have ''all'' of them. Also to distinguish is "cosmetic branching", wherein your choices mainly affect CharacterCustomization (like [[AndYourRewardIsClothes clothes]] and [[KarmaMeter moral standing]]) while the game railroads {{railroad|ing}}s you into essentially the same level, objective, and "choice" progression. For a more in-depth look, refer to '''Analysis.StoryBranching'''.
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What\'s with me and spelling recently???


* Although ''VideoGame/DragonAgeOrigins'' follows Creatore/BioWare's SctriclyFormula "Find-Four-PlotCoupons" for the most part, there is a significant story branching at the end of Redcliffe Village quest, where, depending on your resolution of the Broken Circle (another plot coupon quest), you may be either forced to make a SadisticChoice or able to TakeAThirdOption. If you haven't started the Broken Circle yet, you can even [[TakeYourTime put the Redcliffe quest on hold]], save the mages, and ''then'' take the third option.

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* Although ''VideoGame/DragonAgeOrigins'' follows Creatore/BioWare's SctriclyFormula Creator/BioWare's StrictlyFormula "Find-Four-PlotCoupons" for the most part, there is a significant story branching at the end of Redcliffe Village quest, where, depending on your resolution of the Broken Circle (another plot coupon quest), you may be either forced to make a SadisticChoice or able to TakeAThirdOption. If you haven't started the Broken Circle yet, you can even [[TakeYourTime put the Redcliffe quest on hold]], save the mages, and ''then'' take the third option.
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* Although ''VideoGame/DragonAgeOrigins'' follows Creatore/BioWare's SctriclyFormula "Find-Four-PlotCoupons" for the most part, there is a significant story branching at the end of Redcliffe Village quest, where, depending on your resolution of the Broken Circle (another plot coupon quest), you may be either forced to make a SadisticChoice or able to TakeAThirdOption. If you haven't started the Broken Circle yet, you can even [[TakeYourTime put the Redcliffe quest on hold]], save the mages, and ''then'' take the third option.
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StoryBranching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be LostForever (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order--but the overall plot only progresses once you have ''all'' of them. Also to distinguish is "cosmetic branching", wherein your choices only affect superficial things (like [[AndYourRewardIsClothes clothes]] and [[KarmaMeter NPC reactions]]) while the game railroads you into essentially the same level, objective, and "choice" progression.

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StoryBranching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be LostForever (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order--but the overall plot only progresses once you have ''all'' of them. Also to distinguish is "cosmetic branching", wherein your choices only mainly affect superficial things CharacterCustomization (like [[AndYourRewardIsClothes clothes]] and [[KarmaMeter NPC reactions]]) moral standing]]) while the game railroads you into essentially the same level, objective, and "choice" progression.
progression. For a more in-depth look, refer to '''Analysis.StoryBranching'''.
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* In the original ''VideoGame/Gothic'', you could decide which camp to join after starting the game, opening up different quest lines which eventually converged back into a single plot.

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* In the original ''VideoGame/Gothic'', ''VideoGame/{{Gothic}}'', you could decide which camp to join after starting the game, opening up different quest lines which eventually converged back into a single plot.



* ResidentEvilOutbreak had several scenarios where the plotlines would branch and you could take a different path of escape.

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* ResidentEvilOutbreak ''ResidentEvilOutbreak'' had several scenarios where the plotlines would branch and you could take a different path of escape.
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StoryBranching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be LostForever (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order--but the overall plot only progresses once you have ''all'' of them. Also to distinguish is "cosmetic branching", wherein your choices only affect superficial things (like [[AndYourRewardIsClothes clothes]] or [[KarmaMeter NPC reactions]]) while the game railroads you into essentially the same level, objective, and "choice" progression.

to:

StoryBranching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be LostForever (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order--but the overall plot only progresses once you have ''all'' of them. Also to distinguish is "cosmetic branching", wherein your choices only affect superficial things (like [[AndYourRewardIsClothes clothes]] or and [[KarmaMeter NPC reactions]]) while the game railroads you into essentially the same level, objective, and "choice" progression.



The amount of StoryBranching determines the degree of ''plot'' (non-)linearity. See SlidingScaleOfLinearityVsOpenness for the possible degrees of ''exploration'' (non-)linearity.

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The amount of StoryBranching determines the degree of ''plot'' (non-)linearity. See SlidingScaleOfLinearityVsOpenness for the possible degrees of ''exploration'' (non-)linearity. See also StoryToGameplayRatio.



* In LucasArts's ''IndianaJonesAndTheFateOfAtlantis'', early on the player must choose one of three paths: The "Team" path has Sophia Hapgood join Indy as backup, the "Wits" path has a plethora of complex puzzles, and the "Fists" path has lots of action sequences and fistfighting. Each path has a different plot, including different CutScenes and locations to visit.

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* In LucasArts's ''IndianaJonesAndTheFateOfAtlantis'', early on the player must choose one of three paths: The "Team" path has Sophia Hapgood join Indy as backup, the "Wits" path has a plethora of complex puzzles, and the "Fists" path has lots of action sequences and fistfighting. fist-fighting. Each path has a different plot, including different CutScenes {{cutscene}}s and locations to visit.
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While {{Adventure|Game}} and {{Role Playing Game}}s are frequently built on plotlines that progress in only one scripted direction, sometimes a video game developer offers the player a choice about which direction a given segment may proceed, by offering multiple paths that run paralell to each other.

to:

While {{Adventure|Game}} and {{Role Playing Game}}s are frequently built on plotlines that progress in only one scripted direction, sometimes a video game developer offers the player a choice about which direction a given segment may proceed, by offering multiple paths that run paralell to each other.

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folderizing


While {{Adventure|Game}} and {{Role Playing Game}}s are frequently built on plotlines that progress in only one scripted direction, sometimes a video game developer offers the player a choice about which direction a given segment may proceed, by offering multiple paths that run paralell to each other.

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While {{Adventure|Game}} and {{Role Playing Game}}s are frequently built on plotlines that progress in only one scripted direction, sometimes a video game developer offers the player a choice about which direction a given segment may proceed, by offering multiple paths that run paralell to each other.



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The amount of StoryBranching determines the degree of ''plot'' (non-)linearity. See SlidingScaleOfLinearityVsOpenness for the degree of ''exploration'' linearity.

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The amount of StoryBranching determines the degree of ''plot'' (non-)linearity. See SlidingScaleOfLinearityVsOpenness for the degree possible degrees of ''exploration'' linearity.(non-)linearity.
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While {{Adventure|Game}} and {{Role Playing Game}}s are frequently built on plotlines that progress in only one scripted direction, sometimes a video game developer offers the player a choice about which direction a given segment may proceed, by offering multiple paths that run paralell to each other.

StoryBranching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be LostForever (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order--but the overall plot only progresses once you have ''all'' of them. Also to distinguish is "cosmetic branching", wherein your choices only affect superficial things (like [[AndYourRewardIsClothes clothes]] or [[KarmaMeter NPC reactions]]) while the game railroads you into essentially the same level, objective, and "choice" progression.

Subtropes include MultipleEndings (where plot branches occur at the finale, leading to different denouments) and MultipleGameOpenings (where the story starts along a branch). Compare and contrast ChooseYourOwnAdventure, the manner in which branching plotlines appear in other media.

The amount of StoryBranching determines the degree of ''plot'' (non-)linearity. See SlidingScaleOfLinearityVsOpenness for the degree of ''exploration'' linearity.
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!! Examples:

[[AC:Adventure Games]]
* ''VideoGame/ManiacMansion'' lets you choose two of six player characters to accompany mandatory player character Dave Miller ([[CuttingOffTheBranches canonically]], [[VideoGame/DayOfTheTentacle Bernard Bernoulli was one of the two]], but this does not necessarily have to be the case). Each has a special skill that the others do not; this limits your options for reaching and taking care of the BigBad accordingly, with five distinct endings possible based solely on who went into the mansion.
* In LucasArts's ''IndianaJonesAndTheFateOfAtlantis'', early on the player must choose one of three paths: The "Team" path has Sophia Hapgood join Indy as backup, the "Wits" path has a plethora of complex puzzles, and the "Fists" path has lots of action sequences and fistfighting. Each path has a different plot, including different CutScenes and locations to visit.
* ''Heart of China'' by Dynamix. At intervals throughout the game there are plot branches, where the action you take determines which path you follow. You can take a different action and follow a different path the next time you play the game.

[[AC:First-Person Shooters]]
* ''VideoGame/{{Marathon}}'' was planned to have this based on how many civilians (Bobs) you managed to save, but the idea was dropped (probably because the Bobs are damn hard to keep alive) and the different ending terminal messages praising or criticizing you based on your performance are what's left of the idea. The game engine still had the capability to do it, though, a feature several {{Game Mod}}s took advantage of, most notably ''Rubicon''.

[[AC:Flight Sim]]
* Two ''AceCombat'' games included major story branching: ''VideoGame/AceCombat3Electrosphere'' and ''AceCombatXSkiesOfDeception''. However, only the former had MultipleEndings, while in the latter, all branches converged for the final mission. Minor branching was present in other games, as well, but it usually availed to one or two mission-long branches, which converged back again into the linear storyline.
** AceCombat5 branches off at two different times before converging back into the main story. Your wingman Chopper asks you a question in the middle of a mission and your Yes/No answer determines the choice. The questions he asks has nothing to do with anything relevant to the missions.
* ''EscapeVelocity: Nova'' had six major and two minor storylines. Some of these storylines have multiple paths and/or endings and at certain points it's possible quit one storyline and start another.

[[AC:Platform Games]]
* Subverted in ''EpicMickey'', where the player's ExpositionFairy explicitly hints that they may solve puzzles and defeat Bosses in multiple ways (typically with either Paint or Thinner) and the player must pick a course of action; this affects NPCs' opinions of Mickey throughout the adventure, but it has zero effect on the adventure itself, nor its ending (though ending cutscenes do reflect the actual choices made).

[[AC:Real Time Strategy]]
* ''VideoGame/{{StarCraft|I}}'':
** ''Brood War's'' Terran campaign branches briefly during the invasion of Korhal based on whether in the previous mission you destroyed Mengsk's missile silos or his physics labs. This has the effect of accordingly denying Mengsk use of either nukes or battlecruisers in the next mission, though he'll use the remaining option in an AlphaStrike against your base.
** The two ''Enslavers'' bonus campaigns fork based on choices made during the second mission.
* ''VideoGame/{{StarCraft II}}'' allows you to choose to either free the Spectres from TheAlcatraz at the end of Tosh's mission line, or side with the Dominion and prevent a jailbreak. This results in gaining either Spectres or Ghosts as playable units.

[[AC:RPG -- Eastern]]
* In ''ChronoCross'', there are three ways to sneak into Viper Manor early in the game, depending on which character the player asks for assistance. Each route progresses through a different area and gives the player a different party member in the process. Afterwards, the decision of whether to save Kid affects another set of characters added to the player's party. Another branch in ChronoCross happens when you must choose whether to save Kid at the cost of destroying an ecosystem. Again, the choice you make will determine the characters at your disposal.
* Subverted in the second chapter of ''FinalFantasyX2'', the player is required to hand an important MacGuffin over to one of two rival factions before the plot continues. While this has only a cosmetic effect on the main plot, it does affect the availability of certain (faction-specific) sidequests available later.
* ''{{Persona}}'' games all have some degree of StoryBranching, for example, the SEBEC route in ''{{Persona}}'', and the Female Protagonist Route in ''[[{{Persona 3}} P3P]]''.
* Not just {{Persona}} but a number of ShinMegamiTensei games have branching paths where you choose between Law, Chaos, or Neutral allegiance.
* ''RadiataStories'' splits into two very different stories depending on a choice made mid game.

[[AC:RPG -- Strategy]]
* ''TacticsOgre'', ''OgreBattle'', and ''TacticsOgreAdvance'' all have dranching stories that terminate a single ending, though ''OgreBattle'' gave you an additional ending based on your alignment and actions.
**When ''TacticsOgre'' was remade for the PSP, the "Wheel Of Fate" was added, allowing the player to see the shape of the story so far, and upon completing the game, allows them to go back and remake key decisions to see how it would have effected the story.

[[AC:RPG -- Western]]
* ''VideoGame/TheWitcher'' has a major story branching in chapter 5, depending on which faction (if any) Geralt sides with. The branches only converge again towards the end of the Epilogue.
* TheWitcher2 also has a major choice, but it is made fairly early in the game. Based on your choice there, the storyline develops in one of two rather different ways which only come together again in the final chapter.
* ''VideoGame/NeverwinterNights2'' offers you a choice when you get to Neverwinter. You can either side with [[CityGuards the Watch]] or with the [[ThievesGuild Shadow Thieves]]. Either choice eventually gets you into the nobles' section of the city to advance the plot, and gives you different defense options during your murder trial in Act II.
* In the original ''VideoGame/Gothic'', you could decide which camp to join after starting the game, opening up different quest lines which eventually converged back into a single plot.

[[AC:Shoot 'Em Ups]]
* After completing the game once in ''StarFoxCommand'' and receiving a relatively mundane ending, the game unlocks alternate story paths the player may select after completing each mission - these progress through different areas (with different party members), branching and interleaving to yield a total of nine distinct MultipleEndings.
* Shmup ''G-Darius'' was all about branching levels that took you to one of several MultipleEndings. The opportunity to choose a level occurs in the middle of the level that you are currently playing.
* In ''VideoGame/{{Contra}}: The Hard Corps'', at the end of the first stage you have the choice of either going after Deadeye Joe or saving the alien cell. At this point, the only impact it has on the game is the second stage (which depends on the choice you make) and whether or not Deadeye Joe appears at the end of the fourth stage. Afterwards, you have the choice of surrendering or fighting to the end. This choice, along with the choice at the beginning of the game, determines how the plot unfolds for the rest of the game. Also, there's a secret story path that doesn't regard the first decision, and it is hidden in the third stage.

[[AC:Survival Horror]]
* ResidentEvilOutbreak had several scenarios where the plotlines would branch and you could take a different path of escape.

[[AC:Visual Novel]]
* {{Visual Novel}}s in general ''thrive'' on this kind of thing. One could say that story branching is the only kind of gameplay there is to them.
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