‘A book, no matter how many times it is read, the passages in the text are just the same; a movie, no matter how many times it is shown, the scenes of its lines will always follow the rules. There is no disagreement between the audience and the reader, but in the game, the player’s needs are obviously far from this. We need to know the different directions of the branch story after multiple choices; we want to see the various experiences of different characters in different perspectives. This brings a whole new possibility to the interpretation of the story – using a single storyline to tell the story. This is obviously different from the rumors of a series of movies or the extra space of a novel. For game makers, game scripts are resources that can be repeatedly used and deployed. They do not need to be re-edited, as long as they are partially important. Differences are expanded and expanded. For players, this just happened to motivate their multi-weekly games. Obviously, “branch options” and “multiple endings” are favorable means for expanding the volume of story in a single story line.
The “branch options” were widely popular in the text adventure games of the 1970s and 1980s. In recent years, it has become the standard for “sandbox” games. From the perspective of the development of the famous game series such as “The Elder Scrolls” and “GTA”, this is still a major trend of the type game. In order to tell a good story, you need to make your NPC eloquent. In many cases, the branching option does not directly determine the direction of the plot, but it can “open the mouth of the NPC” and allow them to supplement the plot elements, which is more similar to the effectiveness of the “fragmented narrative”.
“Multiple endings” are often associated with “branch options”. It may be that, as in “Rainstorm”, different scenarios of dialogues and actions can be used to open up complex and complicated story lines; or, as in “Yong Cunzheng”, The collection and equipping of specific weapons challenge the final BOSS to achieve different outcomes.
Some games set the ending branch point of the outcome at the end of the process, which makes it easy for players to quickly achieve multiple endings through “backup” and “reading”, similar to the contradiction of “passing fire” which is easily resolved (“Dark The Souls series can achieve different outcomes by backing up the archives. But there are also such “difficult factions” as “Odin Field” and “Goddess Record,” – “A single week perfect clearance? There is no such thing. If you want to see a complete story, come back again.” “Easy” makes it easy for the player to feel tedious in the excessive repetition of content, which therefore requires game makers to provide more variables for “new game +”, such as new “manipulative characters”, “branch plots” and “only The different outcomes that can be reached in the weeks that have been brought forward.”
The “branch options” and “multiple endings” are special narration techniques developed by video games that fully utilize their own interactive features. They are rooted in the game’s core-mechanism and are significantly different from the movie and textual narrative methods. . The “branch option” uses interactive behavior to expand the story, and “multiple endings” provides a stronger motivation for the player’s exploration process. The two complement each other and often become the finishing touch in the game story.’
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