“You make choices and the choices matter” has been the bugbear phrase of videogames for twenty years. Giving players narrative options that actually pan out into their own unique scenarios has been promised by many games, and when it has been achieved (if it was achieved at all, or even attempted) it has mostly been through resource-efficient methods. The Planescape: Torment method, which is still celebrated by fans, was merely centered on changing NPC reactions; the Heavy Rain method mostly centered on making it seem like your choices mattered while largely ignoring them.
Until Dawn seems to be the furthest along in this paradigm. When characters make choices about whether to jump down a ledge or run along a path, those choices echo for a very long time. The Butterfly Effect system allows you to trace those echoes, and having played and replayed some sections, Until Dawn largely delivers on the promise of narrative splitting and choice.
- This is a blog about video games, comic books, film, and philosophy. It is mostly research-oriented stuff. The art in the current header is from Prophet #29. The blog icon was made by Tara Ogaick.
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