← All mechanic references

Mechanics and variants

1Interrogation, testimony and contradictionsOverview and example ↗Testimony becomes a set of testable claims; the player seeks incompatibilities with other claims and known facts.4

Mechanic variants

  • Clarification narrows an ambiguous statement.
  • Contradictions connect incompatible accounts.
  • Presenting evidence tests a specific clue's relevance.
  • Repeated questions account for a witness's new knowledge.

Design example. A witness claims to have heard a bell while a repair log shows it had been removed. Prototype check: Test whether a player can explain a contradiction rather than merely guess the intended pair of buttons.

Context and sources: inkle: ink
2Finding, connecting and presenting evidenceOverview and example ↗Evidence gains meaning through provenance, comparison and presentation within a relevant test context.4

Mechanic variants

  • Provenance distinguishes findings from hearsay.
  • Comparison tests shared properties of samples.
  • Chains connect independent facts into a conclusion.
  • Presentation changes access to new information.

Design example. Fabric matches a repaired cloak and a photograph shows who wore it on the relevant day. Prototype check: Test conclusions with one clue removed and distinguish proof, suspicion and an unsupported hypothesis.

Context and sources: inkle: ink
3Reconstructing events and causal relationshipsOverview and example ↗Reconstruction restores event sequences and causal dependencies, supporting tests of several explanations for the same traces.4

Mechanic variants

  • Timelines constrain possible event order.
  • Object placement suggests a feasible action.
  • Experiments test a hypothesis's physical feasibility.
  • Alternatives explain the same trace differently.

Design example. A fallen shelf could have broken a window before a person left or after a timer activated. Prototype check: Test that the final account requires causal explanation rather than merely sorting every event by time.

Context and sources: inkle: ink
4Procedural stories and drama systemsOverview and example ↗A drama system selects events from character states and unresolved conflicts to maintain narrative causality.4

Mechanic variants

  • Preconditions permit events only in suitable states.
  • Motives explain a character's chosen action.
  • Consequences change available subsequent events.
  • Memory preserves previously revealed conflicts.

Design example. A neighbor who loses a job asks for help only from someone previously trusted. Prototype check: Test long event chains against established knowledge, relationships and irreversible actions.

Context and sources: inkle: ink
5Role-playing improvisation and collaborative storytellingOverview and example ↗Participants propose actions and world details while agreed rules determine what becomes a shared story fact.4

Mechanic variants

  • Roles grant authority over specific fact types.
  • Resolution rules settle contested action outcomes.
  • Scene handoffs change the active narrator.
  • Content boundaries are agreed before continuing.

Design example. One player describes a threat, another chooses a hero's response and a third applies the consequence rule. Prototype check: Test conflicting proposals so participants know who decides and how an uncomfortable scene can be revised.

Context and sources: inkle: ink
6Unreliable narrators and testing interpretationsOverview and example ↗Unreliable reports require comparison with independent signs and revision of trust in their source.4

Mechanic variants

  • Limited memory leaves recognizable gaps.
  • Self-interest distorts which facts are reported.
  • Another viewpoint reveals an omitted event.
  • Corroboration raises trust in a particular claim.

Design example. A diary describes a victory while damage to the gates suggests its author retreated. Prototype check: Test for observable reasons to doubt before the ending instead of revealing deception only in retrospect.

Context and sources: inkle: ink
7Interactive fiction and text-based actionsOverview and example ↗Interactive fiction turns reading into an action choice, after which text reports state changes and available continuations.4

Mechanic variants

  • Links provide explicitly named actions.
  • Parsers accept a constrained command grammar.
  • State memory changes familiar place descriptions.
  • Clarification resolves ambiguous object references.

Design example. Inspection reveals a key and a later table description acknowledges the emptied space. Prototype check: Test synonyms, unknown commands and out-of-order actions with state explanations instead of verb guessing.

Context and sources: inkle: ink

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

  • inkle: ink

    Primary interactive-narrative tool documentation; context for choices, variables and consequences.

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