By putting choices in your story, you can create alternate storylines, or branches. This document discusses how to manage the complexity of a branching story.  See it in action in the Example Script: Advanced Choices

 

Choices Reminder:

 

YOU

A fork in the road... where should I go?

 

choice “The normal road” {

 

YOU

So familiar and comforting!

 

} “The road less taken” {

 

ROBERT FROST

Nice choice!

 

gain MET_ROBERT_FROST

}


The choice command creates a set of buttons that appear on screen. The phrase in quotes is the text of the button, and the subsequent dialog (nested between curly braces).

When a player taps a button, they will only see the matching dialogue. This allows you to write dialog that can react to player choices. This gives the reader an active role in the story, which can improve their engagement. However, lots of choices can cause a burden on the writer, because it means writing lots of stories instead of just one. To lessen the amount of writing, we recommending merging your branches early.  Don’t let the reader sit in a side branch of a story for too long.  Instead, add flags to choices they made that you can later reference.