Choice-based games (aka branching scenarios) are a staple in game-based learning. For the most part, I'm not a fan, except for the open map format (another form of openness). The patterns range inntype from heavily branching (time cave) to almost linear (the Gauntlet). There are common sub-patterns within the patterns, things like bottlenecks, loopbacks, and death-dead-ends. See also A Beastiary of Player Agency for a really good look at choice or agency in computer game.
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