# Best Way to Code Differentiated Scenes

**URL:** <https://forum.choiceofgames.com/t/best-way-to-code-differentiated-scenes/43113>\
**Category:** ChoiceScript Help\
**Created:** [August 27, 2018, 7:33am UTC](https://forum.choiceofgames.com/t/best-way-to-code-differentiated-scenes/43113 "2018-08-27T07:33:44Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![Havenstone](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/havenstone/32/198451_2.png) [@Havenstone](https://forum.choiceofgames.com/u/Havenstone)\
**Post date:** [August 27, 2018, 9:53am UTC](https://forum.choiceofgames.com/t/best-way-to-code-differentiated-scenes/43113/6 "2018-08-27T09:53:51Z")

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Even without implicit control flow, \*if statements don’t need a \*goto (unless you’re using \*else, or want them to take the reader somewhere other than the next line). My game is peppered with \*goto-free \*ifs.

Edit: though [many of them will be multi-replace functions in Game 2.](https://forum.choiceofgames.com/t/noobest-question-about-inventory-code/41105/12) That’s another option to consider.

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