Branching & Consequence

The technique of writing multiple passes of an event - usually a conversation or action - with the goal of creating more tailored player expression and more varied playthroughs.

Practice - what you do

Branching vs. Consequence

Branching is when player choices create different paths. Consequence is when those choices matter - when the path you took shapes what happens later.

Every choice-based videogame grapples with these: How much do choices diverge? How long do consequences echo? And crucially: how do you create the feeling of consequence when you can't actually build infinite permutations?

Meaningful Choice vs. Illusion of Choice

Meaningful choice has an actual effect on the player's character, world, or story. Illusion of choice ensures the same narrative occurs no matter what your moment-to-moment choices are.

Neither is inherently bad. Illusion of choice can let players express themselves without ballooning scope. But players resent it when they feel deceived - when a choice seems significant but leads nowhere.

What Makes Consequence Feel Real

A consequence feels real when the player believes their decisions put them where they are - even if they actually didn't. This is the designer's advantage: perception matters more than structure.

Techniques for felt consequence:

  • Acknowledgment: Have the videogame recognize what the player did. An NPC mentions your earlier choice. The world shows a scar from your decision.
  • Delayed Callback: Reference an early choice late in the videogame. The longer the delay, the more impactful.
  • Character Reaction: Have characters respond emotionally, not just informationally. Disappointment. Gratitude. Betrayal.
  • Absence: Remove something. A character who dies is gone. A path not taken is closed.

Branching Structures

Linear with Flavor: The story goes one place, but dialogue and details change based on choices.

Foldback (Bottleneck): Paths diverge, then converge at key points before diverging again. (Mass Effect)

Parallel Paths: Genuinely different routes that occasionally touch. (Silent Hill 2)

Branching Tree: Exponential divergence. Expensive, rare. (Some visual novels)

Types of Consequence

Type When it appears Player experience Cost
Immediate Right after choice "That affected something" Low
Delayed Hours later "My earlier choice mattered" Medium
Cumulative Based on pattern "Who I've been matters" Medium
Cosmetic Different details, same outcome "I customized my experience" Low
Structural Different content entirely "This is a different game" High

Key insight: Players often can't tell the difference between structural and cosmetic consequences on a single playthrough. This is your ally.

Exercise: Study Existing Videogames

Play through key sequences from:

  • Fable 2 - Good/evil system with cosmetic and structural consequences
  • Tales from the Borderlands - Telltale's strongest work on felt consequence
  • The Walking Dead - Classic example of illusion of choice done well (and sometimes poorly)

For each: What choices did you make? What consequences followed? How much did the content actually diverge?


Related

Glossary Terms