Straight to the point:
What defines story branches for you? What is just flavor text?
Going by the CoG guidelines, there’s a bit about choices being ought to take the reader to a meaningful difference.
To me, that is what would be one aspect of branching whether big like a different bit of story, or small, like the outcome of a check
I’ll use the hostage situation at the station from Hero Unmasked! as an example:
For those that haven’t played it:
At the beginning of the game, one of the villains holds the tv station the MC works at hostage with a bomb.
That bit is what we’ll call storypoint A.
Afterwards there’s a scene at the parking lot, which is storypoint B.
The inbetween is the branching:
What do you do? There’s four approaches:
- Get everyone to safety
- Grab a camera and get news footage
- Find and disarm the bomb
- Confront the villain yourself
Each path leads to a different line of events, all including a couple of skill checks.
You will always end up at point B, but the how is different (obviously). Did you e.g. find the bomb on time? And if yes, how? Did you manage to disarm it? Again, if yes, how? Or if not, what did you do that failed?
The game acknowledges all given approaches and outcomes, letting the branches come back together at the story points.
While the way from A to B is rather short in this example, another way of branching would be major branches that only come back together at the climax (can’t think of an example here)
This is what makes branching for me.
Flavortext on the other hand is going from A to B with only a few words different.
(Yes, I am going to use Heroes Rise as example, bite me D= )
HR is infamous for it’s railroading and often bizarre storyflow. Two examples would be the infamous ‘patrol the streets’ in the first game, and the ‘join the town’ in the last:
In the first game, when deciding what to do on the first night as a hero, there’s an opition ‘patrol the streets’
The option is a trap and (after punishing them) railroads the player back to the other choice, which only comes in two flavors:
- look for a big case on your own
- look for a big case with the help of an NPC
with the second option getting a bit of text identical to what the player will read should they encounter the NPC later.
The second example is getting really bizarre:
Early on the player’s asked whether or not their character wants to join what’s technically a terrorist cult (the game itself makes it clear the leader is still up to no good) and gives the option:
- stay on the casting show
- stay on the casting but sympathize with them
- join them
in the first two options the story will continue to the shows finally, someone will leak a scandal and the MC flees to the town, with the text being identical except for a couple of words.
This is okay in terms of flavortext.
But the third option (joining them) will result in the MC watching the show’s finally and the whole thing going down the same (with the same choices etc) except for the fleeing.
So the choices did not branch, but resulted in flavortext.
There’s also the third case I’d say, when the flavortext is the result of branching.
Like when one’s actions in an early chapter are acknowledged, or (and I would say that’s the biggest one) in epilogues that change to account for what happened in the story.
So, how do you define branches and flavor text?
Is there a common definition?