---
key: mechanic/visual-novel--family-02
type: mechanic
id: visual-novel--family-02
lang: en
title: Conditions and consequences of choice
summary: >-
  The availability of a decision and its consequences depend on the accumulated
  wealth, past actions and visible information.
updatedAt: '2026-10-22'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/visual-novel--family-02/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/visual-novel--family-02.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/visual-novel--family-02.md
aliases: []
tags:
  - Visual novels
  - Mechanics
sourceIds:
  - source-f23ca43cf9c58791
  - source-61d64fa31c025264
sources:
  - id: source-f23ca43cf9c58791
    title: Pillars of Eternity
    url: >-
      https://recipp.ipp.pt/bitstreams/be8bf81f-cd71-4f66-8cba-ae2cb1039981/download#page=27
    verifiedAt: null
  - id: source-61d64fa31c025264
    title: Pillars of Eternity
    url: 'https://store.steampowered.com/app/291650/Pillars_of_Eternity/'
    verifiedAt: null
relations: []
placements:
  - catalogId: visual-novel
    id: family-02
    title: Visual novels
    url: 'https://gamemechanics.pro/en/mechanics/visual-novel/#family-02'
    categoryIds:
      - section-1
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: Conditions and consequences of choice
    description: >-
      The availability of a decision and its consequences depend on the
      accumulated wealth, past actions and visible information.
    image:
      src: images/mechanics/pillars-dialogue-gates.webp
      width: 1136
      height: 426
      game: Pillars of Eternity
      sourceUrl: >-
        https://recipp.ipp.pt/bitstreams/be8bf81f-cd71-4f66-8cba-ae2cb1039981/download#page=27
      originalUrl: >-
        https://recipp.ipp.pt/bitstreams/be8bf81f-cd71-4f66-8cba-ae2cb1039981/download#page=27
      credit: 'Obsidian Entertainment; image via Magalhães (2015), fig. 4'
      rights: >-
        © respective game rights holders. Screenshot reproduced in J. Magalhães,
        Adaptive Game Design (2015), figure 4, citing NeoGAF. All rights
        reserved.
      caption: Available replies and unmet requirements
      alt: >-
        Pillars of Eternity: a conversation with Heodan. Red Perception 14 and
        Resolve 15 rows are unavailable, while the light Intellect 13 reply is
        available.
      markers:
        - x: 33
          'y': 35
          label: 'Perception 14: requirement not met'
        - x: 23
          'y': 40
          label: 'Intellect 13: reply available'
      crop:
        x: 0
        'y': 0
        width: 520
        height: 340
    tips:
      - Show which past action enabled or blocked a response.
    examples:
      - title: Pillars of Eternity
        url: 'https://store.steampowered.com/app/291650/Pillars_of_Eternity/'
endsAt: null
provenance: >-
  Original editorial design catalog consolidated from project discussions on
  2026-10-20. Complete discussion item lists and contextual limitations are
  preserved; linked primary sources support specific techniques, not the entire
  classification. English translation was prepared with machine assistance and
  editorial review.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/visual-novel
---
# Conditions and consequences of choice

id: visual-novel--family-02
type: mechanic
key: mechanic/visual-novel--family-02
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/visual-novel--family-02/

The availability of a decision and its consequences depend on the accumulated wealth, past actions and visible information.

## At a glance

![Pillars of Eternity: a conversation with Heodan. Red Perception 14 and Resolve 15 rows are unavailable, while the light Intellect 13 reply is available.](https://gamemechanics.pro/images/mechanics/pillars-dialogue-gates.webp)

[Pillars of Eternity](https://recipp.ipp.pt/bitstreams/be8bf81f-cd71-4f66-8cba-ae2cb1039981/download#page=27) · © respective game rights holders. Screenshot reproduced in J. Magalhães, Adaptive Game Design (2015), figure 4, citing NeoGAF. All rights reserved.

1. Perception 14: requirement not met
2. Intellect 13: reply available

- Show which past action enabled or blocked a response.

- [Pillars of Eternity](https://store.steampowered.com/app/291650/Pillars_of_Eternity/)

## How it works

The availability of a decision and its consequences depend on the accumulated wealth, past actions and visible information.

## Variants

### Variants and applications

<a id="family-02-variants"></a>

- Local variation without changing branches. Type: Mechanics. Rule: The solution changes the line, description or reaction, maintaining the general path of the story... <a id="variant-vn-013"></a>
- Selection by story flags. Type: Mechanics. Rule: The option is available after a specific event or action. <a id="variant-vn-014"></a>
- Checking the characteristics. Type: Mechanics. Rule: Success depends on the skill level or a combination of parameters. <a id="variant-vn-015"></a>
- Checking relationships. Type: Mechanics. Rule: Availability of action or reaction depends on the history of the relationship. <a id="variant-vn-016"></a>
- Knowledge test. Type: Mechanics. Rule: The required answer appears after receiving certain information. <a id="variant-vn-017"></a>
- Paid choice within the game economy. Type: Mechanics. Rule: An action requires spending a game resource; this is not necessarily related to actual payments. <a id="variant-vn-018"></a>
- Probable outcome. Type: Mechanics. Rule: The result is determined by chance, sometimes adjusted for parameters. <a id="variant-vn-019"></a>
- Risk with the opportunity to stop. Type: Mechanics. Rule: The player continues a dangerous action for the sake of greater gain or retreats in time... <a id="variant-vn-020"></a>
- Accumulation of behavior patterns. Type: Mechanics. Rule: A series of decisions shapes the character's inclinations and influences future events. <a id="variant-vn-021"></a>
- Delayed consequence. Type: Mechanics. Rule: A decision changes an event that will occur much later. <a id="variant-vn-022"></a>
- Continuing through failure. Type: Mechanics. Rule: An error opens up a different course of history instead of a mandatory reboot. <a id="variant-vn-023"></a>

## Context and limits

Author's working classification for designing games and interactions. Options can overlap and combine; the list is not a generally accepted standard or proven exhaustive list. Application examples are conditional unless a specific verifiable observation is indicated nearby. Sources support individual techniques and technical limitations.

## Connected materials


## Sources and provenance

Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.

- [Pillars of Eternity](https://recipp.ipp.pt/bitstreams/be8bf81f-cd71-4f66-8cba-ae2cb1039981/download#page=27) (id: source-f23ca43cf9c58791)
- [Pillars of Eternity](https://store.steampowered.com/app/291650/Pillars_of_Eternity/) (id: source-61d64fa31c025264)

CC-BY-4.0 · gamemechanics.pro contributors
