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Context Analysis / StoryBranching

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1!When does StoryBranching occur?
2The cause of story branching [[ChoiceAndConsequenceSystem is always the player's actions]], which can fall into five categories:
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4* Prompted (explicit) choices\
5''Alice the Cat Burglar must deliver a stolen artifact to either the Templars or the Pagans, knowing that supporting one faction will bar her from doing any more assignments for the other.''
6* [[PromptlessBranchingPoint Promptless (gameplay) choices]]\
7''Breaking into Bob the Knight's chambers on the eve of their duel, Alice can slit his throat in his sleep, drug his wine so he will embarrass himself the next day, or simply leave with his signet ring to [[IfIWantedYouDead send a message]].''
8* [[GuideDangIt Uninformed choices]]\
9''Bob is asked about his favorite song. Depending on his answer, either TheHorde will sack his hometown in the next chapter, or the king will send him overseas.''
10* [[GameplayGrading Earlier gameplay performance]]\
11''If Alice raised an alarm and made her presence known while stealing the artifact, its original owners will find her and throw her in a dungeon. Otherwise, the faction she didn't support earlier will send an assassin after her.''
12* [[AlgorithmicStoryBranching Cumulative effect of earlier choices]]\
13''If Bob has a [[KnightInShiningArmor reputation of honor]], the Warlord of the Horde will challenge him to CombatByChampion. If Bob is [[NinetiesAntiHero known to be ruthless]], it will be an [[BigBadassBattleSequence all out battle]] instead.''
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15!How can story branching manifest itself?
16In the strictest sense, story branching must manifest in at least one of three ways (henceforth referred to as "significantly altering the story"):
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18* Different level progression\
19''After she is thrown in a dungeon, Alice must find a way to escape--taking her gaolers' valuables with her. If chased by an assassin, she instead has to lure him to an abandoned house, trap him inside, and set it on fire. Neither the dungeon, nor the house levels are available in the respective other path.''
20* Different [[VideoGameObjectives objective]] progression\
21''Depending on whether Bob remained loyal to the Templars or ran over to the Pagans, his objective during the FinalBattle will be to kill the Great Shaman or the Templar Grand Master, respectively. Although the battlefield remains essentially the same, his allies and enemies change.''
22* Different choice progression\
23''If AliceAndBob both sided with the same faction, they will have a chance to hit it off before the FinalBattle; otherwise, they can either unceremoniously [[DuelingPlayerCharacters try to kill each other]] ([[PlayerPunch the player decides who lives]]) or go the LoveAcrossBattlelines route. However, if Bob went overseas, the RomanceArc is unavailable, regardless of other choices. Their relationship ultimately has no effect on the gameplay, but it alters the narrative on an emotional level.''
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25One very grey area is the so-called "cosmetic branching", wherein the player's choices result not strictly in StoryBranching as outlined above but primarily in additional CharacterCustomization. In other words, despite frequent choices, the story remains linear but the PlayerCharacter gains different attributes (such as tokens of [[AllianceMeter allegiance]], KarmaMeter, etc.) as it progresses. While "cosmetic branching" is [[Administrivia/TropesAreTools not bad in itself]], whether it is a valid form of plot non-linearity remains a [[FlameBait hotly debated topic]].
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27* Cosmetic branching\
28''Depending on his allegiance, Bob will wear the Templar crest on his shield or the Pagan hackle on his helmet in the battle against TheHorde, but that's the only thing it affects.''
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30Another grey area are [[SecretLevel hidden levels or objectives]] that are wedged in-between two mandatory ones under certain conditions. These differ both from mutually exclusive paths outlined above (in that you can only gain from tackling the optional level/objective) and from side quests (in that they will be [[PermanentlyMissableContent lost]] if you choose to skip right to the next mandatory level, whereas side quests are usually available right up until the PointOfNoReturn). The greyness comes from the fact that [[EasterEgg hidden levels don't have]] [[BrutalBonusLevel to have anything to]] [[{{Filler}} do with the story]] and the story itself remains ultimately linear.
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32* Hidden level/objective\
33''On her mission to steal the artifact earlier, Alice spotted a large treasure trove but failed to solve the puzzle that unlocked it. Now an opportunity presents itself to infiltrate a caravan transporting the treasure and finish the job.''
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35!Can story branches converge again?
36Yes, this is done in a lot of games simply to minimize the production costs. There are two approaches to story branch convergence:
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38* '''[[{{Gamebooks}} Choose Your Own Adventure]]-style''' branching occurs in games where each one of multiple distinct endings can only be reached by a specific sequence of plot-relevant choices. Choosing the "wrong" path even once locks all later branching points necessary to reach the desired ending, so the story never converges again after the [[BigFirstChoice very first branching]]. This is most popular in VisualNovels, since text, backgrounds, and event [=CGs=] are cheap enough to produce for exclusive use in individual branches.
39* '''[[BranchAndBottleneckPlotStructure Branch-and-Bottleneck]]-style''' branching does not require multiple endings, since the plot branches remain tightly interwoven and [[FollowThePlottedLine always converge at the same central points]] (events, levels, objectives, choices) in every playthrough. While the resulting story is ultimately linear, it has a lot of variations, which can affect other branches and the endings. This is most common in RolePlayingGames and Creator/{{Telltale|Games}}-style AdventureGames, because their devs can adjust existing levels to the player's story instead of designing new ones from scratch.
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41One of the reasons why cosmetic branching and hidden levels are a grey area is that they only lend themselves to B&B-like branching and cannot be used for the CYOA-like approach.
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43!What is NOT story branching?
44Following setups are not considered story branching, despite making a contribution to the overall story non-linearity:
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46* {{Side Quest}}s. Although side quests increase the openness of the game world, they do not, by definition, significantly alter the main quest's level/objective/choice progression: the player makes a short detour, grabs some quick XP and loot, and goes right back to the main quest exactly where it was left off. If a particular assignment does affect the main quest, it becomes more like a part of it than a proper side quest.
47* PlotCoupons. Most open-world games leave the order in which to collect the coupons up to the player, but unless collecting one coupon significantly alters the path to collecting the next one, it is not so much story ''branching'' as story ''rearranging'', since the player still needs to [[GottaCatchThemAll visit all the levels and fulfill all the objectives to advance the main story]]. An exception to this is "soft" story branching where a FractionalWinningCondition is combined with a hard {{cap}} on how many plot coupons can be collected before the story moves forward and the remaining coupons are [[PermanentlyMissableContent lost for this playthrough]].
48* ArbitrarilySerializedSimultaneousAdventures. Same logic as PlotCoupons.
49* Multiple single-player campaigns in the same game (e.g. AnotherSideAnotherStory) are just that, independent storylines with different beginnings, climaxes, endings, and even main characters, rather than the same but variable story.
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51The above does not mean that side quests and missions to collect plot coupons cannot contain ''internally'' branching paths, but if these are fully self-contained (don't affect other quests), ''they'' are non-linear but ''overall plot'' is not.
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53!Rules of thumb to distinguish {{subtrope}}s
54Please put subtrope examples directly to the respective subtrope pages. Here is how to tell them apart:
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56* MultipleEndings is the very last StoryBranching of the game, after which ''the story doesn't branch again'' and ''the branches no longer converge into a single plot''. This is by far the most common form of story branching, since the devs don't have to worry about the consequences of the player's choices later in the game, only about the ending cutscene. Many, many games feature a perfectly linear story with a LastSecondEndingChoice for this reason.
57* MultipleGameOpenings is a StoryBranching that occurs ''before the start of the actual game'' and then ''converges into a single plot'', usually by the end of the ProlongedPrologue.

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