← All mechanic references

Mechanics

1Forms of choiceOverview and example ↗The player chooses a cue, action, attitude or addressee; the game treats the chosen option as the hero's decision.12

Variants and applications

  • Selecting a dialogue line. Type: Mechanics. Rule: The player determines what the hero will say to the interlocutor...
  • Selecting an action. Type: Mechanics. Rule: The decision sets the action: leave, help, hide, intervene...
  • The choice of thought or attitude towards an event. Type: Mechanics. Rule: The player forms the internal position of the hero, even if the external action is preserved.
  • Selecting a recipient. Type: Mechanics. Rule: The player decides who to contact, who to help, or who to pass on information to.
  • Silence and inaction. Type: Mechanics. Rule: Refusal to respond or intervene is counted as an independent decision.
  • Choice with timer. Type: Mechanics. Rule: A decision must be made before time runs out; default outcome provided.
  • Interrupting the interlocutor. Type: Mechanics. Rule: The player chooses the moment when to interrupt the speech or begin the action.
  • Sequence selection. Type: Mechanics. Rule: The order of answers, actions or visits affects the result.
  • Allocation of a limited resource. Type: Mechanics. Rule: The player divides time, help, money or attention among the recipients.
  • Free text input. Type: Mechanics. Rule: The game recognizes the entered name, password, keyword or answer.
  • Select via scene object. Type: Mechanics. Rule: The decision is made by clicking on an object, character or image area.
  • Reconsidering the pricing decision. Type: Mechanics. Rule: A decision can be changed by losing a resource or accepting a new consequence.
2Conditions and consequences of choiceOverview and example ↗The availability of a decision and its consequences depend on the accumulated wealth, past actions and visible information.11

Variants and applications

  • Local variation without changing branches. Type: Mechanics. Rule: The solution changes the line, description or reaction, maintaining the general path of the story...
  • Selection by story flags. Type: Mechanics. Rule: The option is available after a specific event or action.
  • Checking the characteristics. Type: Mechanics. Rule: Success depends on the skill level or a combination of parameters.
  • Checking relationships. Type: Mechanics. Rule: Availability of action or reaction depends on the history of the relationship.
  • Knowledge test. Type: Mechanics. Rule: The required answer appears after receiving certain information.
  • Paid choice within the game economy. Type: Mechanics. Rule: An action requires spending a game resource; this is not necessarily related to actual payments.
  • Probable outcome. Type: Mechanics. Rule: The result is determined by chance, sometimes adjusted for parameters.
  • 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...
  • Accumulation of behavior patterns. Type: Mechanics. Rule: A series of decisions shapes the character's inclinations and influences future events.
  • Delayed consequence. Type: Mechanics. Rule: A decision changes an event that will occur much later.
  • Continuing through failure. Type: Mechanics. Rule: An error opens up a different course of history instead of a mandatory reboot.
3Conversation and influenceOverview and example ↗Replies and the way they are delivered change the interlocutor’s position, the flow of the conversation, or the available further actions.12

Variants and applications

  • Selecting conversation topics. Type: Mechanics. Rule: The player determines what to talk about and what information to get...
  • Exhaustion of topics. Type: Mechanics. Rule: Used questions disappear or change content...
  • Clarifying questions. Type: Mechanics. Rule: Follow-up questions reveal details and create new topics.
  • Tone control. Type: Mechanics. Rule: Manner of speech changes the reaction to a message of similar content.
  • Persuasion through tactics. Type: Mechanics. Rule: The player selects an argument, sympathy, pressure or other method of influence.
  • Bargain. Type: Mechanics. Rule: The terms of the agreement depend on offers, concessions and refusals.
  • Lies and maintaining a version. Type: Mechanics. Rule: The game checks the consistency of the fictional story with previous statements.
  • Choice of information to be disclosed. Type: Mechanics. Rule: The player decides what truth to tell, to whom and when...
  • Promises and commitments. Type: Mechanics. Rule: What is said creates conditions that can subsequently be fulfilled or violated.
  • Conversation as state management. Type: Mechanics. Rule: Replies increase or decrease anxiety, irritation, willingness to cooperate...
  • Budget issues. Type: Mechanics. Rule: Only a limited number of questions can be asked before the meeting ends.
  • Exit the conversation. Type: Mechanics. Rule: The player ends communication, maintaining the opportunity, losing the chance or changing the relationship.
4Relationships and social connectionsOverview and example ↗Repeated encounters build character relationships, trust, commitment, and shared opportunities.12

Variants and applications

  • Attitude accumulation. Type: Mechanics. Rule: Actions increase or decrease the character's attitude towards the hero...
  • Multiple relationship axes. Type: Mechanics. Rule: Trust, affection, respect and other parameters are taken into account independently.
  • Threshold events in relationships. Type: Mechanics. Rule: Achieving conditions opens meetings, recognitions or conflicts.
  • Gifts with preferences. Type: Mechanics. Rule: The result of the gift depends on the tastes, circumstances and history of the character.
  • Planning a date. Type: Mechanics. Rule: The player chooses the place, activity and sequence of events of the meeting.
  • Remembering personal information. Type: Mechanics. Rule: Knowing the tastes and facts about your interlocutor helps in future scenes.
  • Jealousy and rivalry. Type: Mechanics. Rule: The development of one relationship changes other relationships.
  • Mutually exclusive obligations. Type: Mechanics. Rule: Union or romance closes incompatible options.
  • Restoring relationships. Type: Mechanics. Rule: After a conflict, the conditions for reconciliation must be fulfilled.
  • Reputation and group affiliation. Type: Mechanics. Rule: Actions change the attitude of the community and access to its opportunities...
  • Mediation between NPCs. Type: Mechanics. Rule: The player changes the relationships of other characters with each other.
  • Spreading rumors. Type: Mechanics. Rule: The information transmitted changes the views and behavior of several characters.
5Time and planningOverview and example ↗Limited time is allocated between classes and meetings; The order and timing change the available events.10

Variants and applications

  • Calendar and action slots. Type: Mechanics. Rule: A day, week or other period contains a limited number of activities.
  • Class schedule. Type: Mechanics. Rule: The player schedules studies, work, recreation and meetings in advance.
  • Competing events. Type: Mechanics. Rule: Simultaneous events force you to give up some opportunities...
  • Deadlines. Type: Mechanics. Rule: A task or preparation must be completed by a certain point.
  • NPC schedules. Type: Mechanics. Rule: The meeting depends on the place and time of the character's presence.
  • The cost of moving through time. Type: Mechanics. Rule: The road consumes slots and changes available events.
  • Time for each action. Type: Mechanics. Rule: Questioning, examining, or using an item advances the in-game clock.
  • Real time events. Type: Mechanics. Rule: Scene availability is related to the clock or calendar outside the game.
  • Waiting and missed opportunities. Type: Mechanics. Rule: The player intentionally waits; some events arise or disappear without his participation.
  • Chains of events. Type: Mechanics. Rule: The subsequent meeting requires time to fulfill several conditions in the required order.
6Character development and stateOverview and example ↗The characteristics, skills and internal state of the hero determine the possibilities and consequences of his decisions.10

Variants and applications

  • Character creation. Type: Mechanics. Rule: Origin, role or starting traits change game options.
  • Distribution of characteristics. Type: Mechanics. Rule: The player determines the hero's strengths and weaknesses.
  • Skills training. Type: Mechanics. Rule: Classes increase parameters and open up ways to solve situations.
  • Choosing a specialization. Type: Mechanics. Rule: Development of one area limits investment in others.
  • Features, advantages and disadvantages. Type: Mechanics. Rule: Persistent features change the conditions of action and the available content.
  • Mood as a modifier. Type: Mechanics. Rule: Emotional state affects learning, testing or communication.
  • Stress and recovery. Type: Mechanics. Rule: Load creates restrictions, and rest restores opportunities.
  • Health and injury. Type: Mechanics. Rule: Physical condition influences actions and further events.
  • State of perception. Type: Mechanics. Rule: Fatigue, fear, or another effect changes the information and options available to the player.
  • Equipment with effects. Type: Mechanics. Rule: Clothing and equipment change parameters, reactions or access to places...
7Spatial explorationOverview and example ↗Selecting a location, route, and interactive objects reveals scenes, information, and new activities.10

Variants and applications

  • Selecting a location on the map. Type: Mechanics. Rule: The player chooses the next point to visit.
  • Move through related scenes. Type: Mechanics. Rule: The world is explored through doors, passages and directions.
  • Free movement of the avatar. Type: Mechanics. Rule: The hero moves through a two-dimensional or three-dimensional location.
  • Inspection of active areas. Type: Mechanics. Rule: Clicking on scene elements reveals information or interactions.
  • Re-inspection after context change. Type: Mechanics. Rule: An already familiar object gives a new result after an event or discovery.
  • Search for hidden objects. Type: Mechanics. Rule: The player detects subtle objects and details.
  • Observation and eavesdropping. Type: Mechanics. Rule: Information is obtained without direct conversation, sometimes with the risk of detection.
  • Conditional access. Type: Mechanics. Rule: The passage is opened by a key, permission, skill or story event.
  • Selecting a satellite. Type: Mechanics. Rule: The composition of the visiting participants changes the available actions and scenes.
  • Dynamic state of the location. Type: Mechanics. Rule: Decisions change the available zones, characters and objects of the place.
8Items and inventoryOverview and example ↗Obtaining, selecting, and using items changes the state of the scene and the possibilities for further interaction.8

Variants and applications

  • Receiving and storing items. Type: Mechanics. Rule: Found objects become resources for subsequent actions.
  • Applying a subject to an object. Type: Mechanics. Rule: The player selects the appropriate tool or key to the situation.
  • Transferring an item to a character. Type: Mechanics. Rule: The item changes the conversation, task, or behavior of the recipient.
  • Combining items. Type: Mechanics. Rule: Several objects form a new subject or method of interaction.
  • Inspection and transformation of an object. Type: Mechanics. Rule: Rotating, opening or disassembling reveals hidden properties.
  • Consumable items. Type: Mechanics. Rule: Application reduces the supply and forces you to choose the moment of use.
  • Limited capacity. Type: Mechanics. Rule: The player decides what to take, keep or throw away...
  • Exchange and chains of transmission. Type: Mechanics. Rule: The required object is obtained through transactions and a sequence of instructions.
9Investigation and deductionOverview and example ↗The collected observations and evidence are linked into a conclusion that reveals a solution or changes the understanding of events.12

Variants and applications

  • Collection of evidence. Type: Mechanics. Rule: Discovered information is recorded as material for investigation.
  • Analysis of evidence. Type: Mechanics. Rule: Research reveals properties or additional information.
  • Comparison of evidence. Type: Mechanics. Rule: The player finds coincidences and contradictions in several stories.
  • Selecting a significant fragment. Type: Mechanics. Rule: You must indicate the exact location in the text, image or post.
  • Presentation of evidence. Type: Mechanics. Rule: The player associates relevant evidence with a specific statement.
  • Connecting facts. Type: Mechanics. Rule: A new fact is derived from a pair or set of information.
  • Filling out the hypothesis. Type: Mechanics. Rule: The player fills in names, reasons and actions to explain the event.
  • Restoring chronology. Type: Mechanics. Rule: Events are arranged in causal or temporal order.
  • Reconstruction of the scene. Type: Mechanics. Rule: The player restores the positions of the participants and the sequence of actions.
  • Version check. Type: Mechanics. Rule: A hypothesis is tested by a new action, question or experiment.
  • The accusation and the final conclusion. Type: Mechanics. Rule: The player chooses the culprit, explanation or solution to the case...
  • Accounting for investigation errors. Type: Mechanics. Rule: Wrong conclusions waste trust, effort, or time.
10Text, knowledge and memoryOverview and example ↗The information read, the text entered and the memory of what is already known influence the choice and understanding of what is happening.10

Variants and applications

  • Collection of keywords. Type: Mechanics. Rule: Noted concepts become options for future actions or topics.
  • Applying thought to context. Type: Mechanics. Rule: The player chooses a concept or memory for the current situation.
  • Text recovery. Type: Mechanics. Rule: Fragments of a letter, conversation or recording are combined into a whole...
  • Compose a message from words. Type: Mechanics. Rule: The set of words chosen determines the content and reaction of the addressee.
  • Deciphering the code or language. Type: Mechanics. Rule: The player deduces the meaning of the symbols and applies the resulting rules.
  • Answer from memory. Type: Mechanics. Rule: The solution requires remembering previously shown information.
  • Comparison of text versions. Type: Mechanics. Rule: Differences between entries or repetitions become game data.
  • Archive search. Type: Mechanics. Rule: A query or keyword opens the desired documents and scenes.
  • Editing text with consequences. Type: Mechanics. Rule: Changing a document, message or record changes subsequent events.
  • Choice of interpretation. Type: Mechanics. Rule: The player records the meaning of an ambiguous event, and the game takes this conclusion into account.
11Correspondence and digital investigationOverview and example ↗Messages, files and digital traces become the material of communication, search and reconstruction of events.10

Variants and applications

  • Branching correspondence. Type: Mechanics. Rule: The choice of messages changes the conversation and events.
  • Delayed response or ignoring. Type: Mechanics. Rule: The time and fact of the answer influence the result of communication.
  • Several parallel chats. Type: Mechanics. Rule: The player distributes attention between conversations and their participants.
  • Receiving and rejecting a call. Type: Mechanics. Rule: The decision determines the available scene and the caller's reaction.
  • Working with attachments. Type: Mechanics. Rule: Photos, audio and documents are considered sources of information.
  • Selecting a publication. Type: Mechanics. Rule: A post, comment or reaction changes reputation and the spread of information.
  • Forwarding a message. Type: Mechanics. Rule: Transmitting someone else's text changes the awareness and attitudes of the participants.
  • Search in the virtual network. Type: Mechanics. Rule: The player searches for data inside simulated sites and services.
  • Access to an account or device. Type: Mechanics. Rule: Password and other conditions open a new piece of information.
  • Removing or hiding your digital footprint. Type: Mechanics. Rule: The player changes the availability of correspondence, publications and entries for other characters.
12Loops, time and repeat playthroughsOverview and example ↗Replays, time loops, and flashbacks change the knowledge available and how you can influence the story.11

Variants and applications

  • Switching the controlled hero. Type: Mechanics. Rule: The player chooses for which participant to continue the development of the general situation.
  • Time return as an ability. Type: Mechanics. Rule: The hero or player returns the plot to the previous state according to the game rules.
  • Creating plot points of return. Type: Mechanics. Rule: The player chooses moments to return to within the story.
  • Limited supply of kickbacks. Type: Mechanics. Rule: Returns consume a resource or are available a limited number of times.
  • Knowledge between runs. Type: Mechanics. Rule: The information obtained allows you to go through a familiar situation differently.
  • Transferring state between cycles. Type: Mechanics. Rule: After a restart, parameters, items or achievements are saved.
  • New options after replay. Type: Mechanics. Rule: The game opens solutions when the conditions of the previous playthrough are met.
  • Changing the past for the sake of the present. Type: Mechanics. Rule: Early action changes the available current situation.
  • Coordination of multiple timelines. Type: Mechanics. Rule: The player achieves a compatible result in several versions of events.
  • The influence of one character's choice on another. Type: Mechanics. Rule: Changing a character's line opens or closes opportunities in a parallel line.
  • Selection of conditions for an event in a cycle. Type: Mechanics. Rule: The player sets up roles, participants or initial parameters for the desired meeting.
13MetamechanicsOverview and example ↗The rules use saves, the interface, and knowledge of the game itself as part of the game's decision.8

Variants and applications

  • Response to boot or restart. Type: Mechanics. Rule: The game counts returning to a save as a meaningful action by the player.
  • Memory of canceled decisions. Type: Mechanics. Rule: Consequences take into account decisions that are no longer part of the current version of events.
  • Conservation as a subject of the game. Type: Mechanics. Rule: Slots, save points or their properties are involved in the task.
  • The menu is like a game space. Type: Mechanics. Rule: Promotion requires meaningful interaction with the main menu or settings.
  • Actions with game files. Type: Mechanics. Rule: The game offers to explore or change files specially designed for this.
  • Working with a virtual operating system. Type: Mechanics. Rule: Embedded files, windows and applications form the gaming environment.
  • Manage the availability of choice. Type: Mechanics. Rule: The player restores, changes or wins blocked actions.
  • Conscious cessation of interaction. Type: Mechanics. Rule: Closing, waiting, or refusing a habitual command has intended plot significance.

Hybrid systems

14Debate and social deductionOverview and example ↗The player compares statements, arguments and behavior of participants to defend a position or reveal a hidden role.10

Variants and applications

  • Cross-examination. Type: Hybrid systems. Rule: The player checks individual statements of the witness sequentially.
  • Pressure to supplement readings. Type: Hybrid systems. Rule: Questions force the interlocutor to clarify or change the evidence.
  • Refutation in the moment. Type: Hybrid systems. Rule: You must choose a contradictory argument within a limited window of time.
  • Argumentative duel. Type: Hybrid systems. Rule: Arguments and counter-arguments change the state of the dispute until one side wins.
  • Managing persuasiveness. Type: Hybrid systems. Rule: Mistakes and successful actions change the level of trust of the audience.
  • Public voting. Type: Hybrid systems. Rule: The group's decision is determined by votes and previous discussion.
  • Finding a hidden role. Type: Hybrid systems. Rule: The player determines the characters' affiliation based on their words and actions.
  • Bluff about your role. Type: Hybrid systems. Rule: The player impersonates another role and maintains the verisimilitude of the version.
  • Coalitions and vote coordination. Type: Hybrid systems. Rule: Temporary alliances change the outcome of the general decision.
  • Special actions of roles. Type: Hybrid systems. Rule: Testing, defending or eliminating creates information and consequences for discussion.
15Indirect choices through activitiesOverview and example ↗The outcome of another activity, such as making a drink, conveys the player's choice and influences the conversation or story.8

Variants and applications

  • Preparing a drink or dish. Type: Hybrid systems. Rule: The result of the preparation replaces or complements the choice of cue.
  • Selection of composition and dosage. Type: Hybrid systems. Rule: Proportions determine the properties of the product and the subsequent reaction.
  • Reading an implicit order. Type: Hybrid systems. Rule: The player derives the desired result from wishes and context.
  • Choosing who to serve. Type: Hybrid systems. Rule: Priority or refusal changes available conversations and events.
  • Checking documents. Type: Hybrid systems. Rule: The player compares the information with the rules and makes a decision on admission.
  • Assessment, diagnosis or recommendation. Type: Hybrid systems. Rule: A conclusion based on a set of features triggers further consequences...
  • Repair and setup of the facility. Type: Hybrid systems. Rule: The way the work is done affects the client and the plot.
  • Creating creative work. Type: Hybrid systems. Rule: The collected text, drawing, composition or other result evokes a meaningful reaction.
16Economy and managementOverview and example ↗Allocation of funds, management of resources, and execution of orders link the narrative to economic decisions.8

Variants and applications

  • Personal budget. Type: Hybrid systems. Rule: Purchases and income compete with obligatory expenses.
  • Earning money through classes. Type: Hybrid systems. Rule: Work brings resources and consumes time or effort.
  • Shopping with a story effect. Type: Hybrid systems. Rule: An acquisition opens the stage, improves a condition, or creates an opportunity...
  • Debts and obligatory payments. Type: Hybrid systems. Rule: It is necessary to collect the resource by the deadline, otherwise the conditions of the story will change.
  • Establishment management. Type: Hybrid systems. Rule: Decisions about assortment, prices and work affect the resource and story outcome.
  • Assigning NPCs to tasks. Type: Hybrid systems. Rule: Participants carry out assignments depending on their abilities and availability.
  • Development of common space. Type: Hybrid systems. Rule: Upgrading your home, base or settlement unlocks actions and events.
  • Inventory shortages and distribution. Type: Hybrid systems. Rule: Limited resources are distributed among tasks and participants.
17Puzzles and execution challengesOverview and example ↗Logical tasks and actions for accuracy or time create additional conditions for advancement.10

Variants and applications

  • Escape room. Type: Hybrid systems. Rule: To exit, you need to explore the room and solve related problems.
  • Code locks. Type: Hybrid systems. Rule: The combination is derived from the clues found.
  • Logical restrictions. Type: Hybrid systems. Rule: The player is looking for a configuration that satisfies a set of rules.
  • Spatial assembly. Type: Hybrid systems. Rule: The parts are positioned, rotated or connected to obtain a solution.
  • Memory for sequence. Type: Hybrid systems. Rule: You need to reproduce the order of signals or actions.
  • Card test. Type: Hybrid systems. Rule: The outcome is determined by the hand, combination or deck played.
  • A board game inside a novel. Type: Hybrid systems. Rule: Scenes or resources are subject to party specific rules.
  • Rhythm test. Type: Hybrid systems. Rule: The player performs actions in accordance with the musical rhythm.
  • QTE and precise timing. Type: Hybrid systems. Rule: Success depends on entering the command in a timely manner.
  • Cursor or gesture control. Type: Hybrid systems. Rule: Trajectory, accuracy and duration of movement determine the result.
18Combat, survival and tacticsOverview and example ↗Combat and tactical decisions tie the story to threats, survival, and resource consumption.10

Variants and applications

  • Turn-based combat. Type: Hybrid systems. Rule: The outcome of a collision is determined by the sequence of combat actions.
  • Tactical positioning. Type: Hybrid systems. Rule: The position of the characters and the areas of influence affect the battle.
  • Real-time combat. Type: Hybrid systems. Rule: The player controls attacks and defenses without stopping the game time.
  • Evasion and defense. Type: Hybrid systems. Rule: You need to avoid threats or repel them in time.
  • Selecting a battle team. Type: Hybrid systems. Rule: The composition of the group determines the available opportunities and interactions.
  • Preparing equipment and consumables. Type: Hybrid systems. Rule: Resources are allocated before and during the test.
  • Secret passage. Type: Hybrid systems. Rule: Detection depends on route, noise, time or activity.
  • Escape and pursuit. Type: Hybrid systems. Rule: You need to go through a route, choose a shelter or fulfill the conditions of rescue.
  • Maintaining vital resources. Type: Hybrid systems. Rule: Hunger, energy, air and other supplies limit actions.
  • Permanent loss of a member. Type: Hybrid systems. Rule: Death or departure changes available resources, connections and further scenes.
19Multiple players and audience participationOverview and example ↗Multiple participants or spectators distribute influence over decisions, information, and the flow of the narrative.6

Variants and applications

  • Joint decision. Type: Hybrid systems. Rule: Several participants agree on a single choice.
  • Voting for an option. Type: Hybrid systems. Rule: The option is determined by majority or other scoring rule.
  • Individual decisions of heroes. Type: Hybrid systems. Rule: Players are responsible for different characters in the overall story.
  • Hidden information between players. Type: Hybrid systems. Rule: Participants have different information and decide what to disclose.
  • Competing for limited opportunity. Type: Hybrid systems. Rule: Participants compete for a meeting, resource, location or relationship.
  • Coordination of personal and general goals. Type: Hybrid systems. Rule: Individual gain can help or hinder the group's outcome.

Access systems

20Access and monetizationOverview and example ↗Access rules determine the opening of chapters, waiting, and resource consumption; commercial restrictions require separate assessment.8

Variants and applications

  • Reading tickets. Type: Access systems. Rule: Opening a chapter consumes a special ticket or pass.
  • Recoverable energy. Type: Access systems. Rule: Actions or reading consume a supply, which is replenished over time.
  • Premium choices. Type: Access systems. Rule: An additional solution requires a special currency, which can also be purchased.
  • Waiting or accelerating for a resource. Type: Access systems. Rule: The next part opens after a pause or payment for acceleration.
  • Collectible random rewards. Type: Access systems. Rule: Randomly obtaining cards or items unlocks related abilities and content.
  • Rewards for returning regularly. Type: Access systems. Rule: Inputs and tasks provide history access resources.
  • Temporary story events. Type: Access systems. Rule: Selected stories and rewards are available for a limited period.
  • Viewing advertisements for the sake of a resource. Type: Access systems. Rule: Ad viewing gives a ticket, currency, speedup or other opportunity to continue.

Structures

21Narrative structuresOverview and example ↗Connections between scenes, points of view, and paths determine the order in which the story is encountered and the parts of it that are accessible.12

Variants and applications

  • Linear kinetic novel. Type: Structures. Rule: The story proceeds without choosing a plot direction; Interactivity may be limited to reading.
  • Branch tree. Type: Structures. Rule: Consistent decisions lead to divergent scenes and endings...
  • Fork with toe. Type: Structures. Rule: Different episodes return to a common plot point...
  • General route and separate branches. Type: Structures. Rule: The opening line leads into the route of the character or plot topics.
  • Nodal structure with a center. Type: Structures. Rule: The player returns to the place where he selected independent episodes.
  • Parallel lines of heroes. Type: Structures. Rule: History consists of several points of view...
  • Nonlinear discovery of fragments. Type: Structures. Rule: Parts of the story are available out of chronological order.
  • Cyclic structure. Type: Structures. Rule: History involves a return to a familiar period or state.
  • Assembling a story from conditional events. Type: Structures. Rule: Suitable episodes are selected based on the current state of the world and the hero.
  • Multiple endings. Type: Structures. Rule: The ending is determined by a set of conditions and decisions.
  • Unlockable final route. Type: Structures. Rule: The final line requires you to go through other routes or collect information...
  • Cumulative epilogue. Type: Structures. Rule: The total is compiled from individual results for characters and storylines.

Reading tools

22Reading and navigation functionsOverview and example ↗Reading, history, saves, and navigation controls help you work with text and find information again.14

Variants and applications

  • Saving and loading. Type: Service functions. Rule: The player fixes the state and returns to it.
  • Fast saving and loading. Type: Service functions. Rule: The current position is written or restored with one command.
  • Autosave and checkpoints. Type: Service functions. Rule: The game itself saves positions to continue.
  • Rollback. Type: Service functions. Rule: Return to previous dialogue lines and states; different from simply viewing text history.
  • History of dialogues. Type: Service functions. Rule: Read text is available for viewing without changing the history state.
  • Repeat the voiced line. Type: Service functions. Rule: The voice recording can be listened to again...
  • Automatic reading. Type: Service functions. Rule: dialogue lines are switched without manual confirmation.
  • Skip reading. Type: Service functions. Rule: Familiar text speeds up, but new text retains its normal behavior.
  • Skip to solution or scene. Type: Service functions. Rule: The player quickly returns to an important point in the passage.
  • Chapter selection and scene repeat. Type: Service functions. Rule: Open episodes are launched separately.
  • Branch map. Type: Service functions. Rule: The interface shows the nodes traversed and available transitions.
  • Marks of read options. Type: Service functions. Rule: The game distinguishes between already chosen and new solutions.
  • Journal, dictionary and dossier. Type: Service functions. Rule: Information about the world, tasks and characters is collected for reference.
  • Gallery and completion tracking. Type: Service functions. Rule: Illustrations, music, scenes and endings are registered as open content.

Presentation

23Presentation formatsOverview and example ↗The way text, images, sound and perspective are presented determines how the reader receives information.8

Variants and applications

  • ADV. Type: Feed. Rule: Lines and narration are shown in separate chunks, usually in a small text window.
  • N.V.L. Type: Feed. Rule: Several paragraphs simultaneously take up a significant portion of the screen.
  • Submission via messenger. Type: Feed. Rule: History is formatted as correspondence, notifications and calls.
  • Comics and interactive panels. Type: Feed. Rule: Replies and events are organized by frames.
  • Documentary presentation. Type: Feed. Rule: The plot is revealed through letters, protocols, diaries and case materials.
  • Submit via photo or video. Type: Feed. Rule: The story uses photographs of actors or video scenes.
  • Dynamic text. Type: Feed. Rule: The placement, appearance and change of text are involved in expressive presentation...
  • Visual and sound state of the scene. Type: Feed. Rule: Portraits, animation, camera angle, music, voice and effects convey the state of the scene...

How to use the catalog

Separate player action, signal recognition, game rule, and feedback. The related variants here preserve the context of application and are not necessarily independent physical primitives.

When prototyping, test one rule and failure conditions first. The presence of an API, sensor, or source does not prove that all scenarios work. For devices, test feature availability, calibration, and alternate input on the actual target hardware.

Sources and examples

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

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