Tuesday, January 5, 2016

External Link: "Standard Patterns in Choice-Based Games"


A friend recently directed me to this blog post by game maker Sam Kabo Ashwell, which unpacks some neat details related to game design. Specifically it deals with the creation of flowcharts to map out potential directions for an campaign in which the characters' branching choices determine what locations they travel to, or what events transpire. It shows a few different methods you can use if you are planning out such adventures, depending on your personal preference and the needs of your group. 
I like the "Branch and Bottleneck" structure myself, and I use this layout when drawing overviews of certain campaigns. It allows me to plan certain iconic moments of the campaign in broad strokes, but gives players the option of taking many different paths to lead into those events. In any case, I don't plan ahead very far into a campaign, as there is always a possibility of the game moving in a different direction. Each game master has their own taste for how much detail to put into planning and laying out their overall campaign, but for those who would like a closer look at how it might be done, this is a very neat resource!

Here is the link to this very interesting article.

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