Student Handout — Branching Narratives & Choice Architecture
Course 2: Game Design & Development Principles / Unit 5: Game Design Storytelling & Nonlinear Narratives / Lesson 2: Branching Narratives & Choice Architecture
Branching Narrative Tree Mapping Worksheet.
Name: ____________________ Date: ____________________
Explore and practice
Branching tree modeling, choice/consequence design, and story flow exercise. CainOnGames video: The Origin of Reactivity (discussion and analysis).
Record your work
Describe what you tried, show your work or attach your artifact, and explain what your evidence demonstrates.
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Use the vocabulary
Branching Narrative, Choice Architecture, Illusion of Choice, Consequence, Narrative Tree, Moral Alignment, Multiple Endings, Player Agency, Decision Point, Dialogue Tree
Use relevant terms above to explain one part of your work.
Check and reflect
- I completed the assigned activity and recorded my work.
- I used lesson vocabulary accurately.
- I can explain one thing I learned and one question I still have.
Resources
The Origin of Reactivity
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Watch on YouTube (opens in a new tab)- Open CodeHS course lesson explorer (opens in a new tab)
Lesson assets
Choose Your Own Adventure — Branching Storytelling Handout
Student-facing handout from the Storytelling Unit. Complete your response in Google Classroom.
Overview
In this project, you will design a branching narrative inspired by Choose Your Own Adventure (CYOA) books. These stories allow the reader to make choices that change the direction of the plot. Game narratives work the same way: players make decisions, and the story responds.
This handout will guide you through creating your own branching story structure that will later become part of your Game Design Document (GDD).
What Is a Branching Narrative?
A branching narrative is a story that changes based on the choices the reader or player makes. Instead of one fixed path, the story splits into multiple possible outcomes.
Key Features
- Decision Points: Moments where the reader chooses what happens next.
- Branches: Different paths the story can take.
- Consequences: Outcomes that depend on earlier choices.
- Player Agency: The feeling that the player controls the story.
How CYOA Books Work
In a CYOA book, you might read something like:
"If you open the mysterious door, turn to page 47. If you walk away, turn to page 12."
Each choice leads to a different page, creating a branching structure. You will build a similar structure for your game narrative.
Your Task
You will create a branching narrative based on an existing game story. You will:
1. Identify a key decision point in the original story.
2. Write two or more alternate branches.
3. Create consequences for each branch.
4. Map how game mechanics support each branch.
5. Build logic statements and truth tables for your choices.
Step-by-Step Instructions
Step 1: Choose Your Base Story
Pick a game with a clear narrative arc. Examples:
- Portal
- Celeste
- Undertale
- Oxenfree
Step 2: Identify a Decision Point
Find a moment where a character could reasonably make a different choice.
Step 3: Write Two Branches
For each branch:
- Describe what happens.
- Explain how the conflict changes.
- Identify new stakes.
Step 4: Create Consequences
Each branch should lead to a different outcome.
Step 5: Add Game Mechanics
Explain how mechanics support each branch.
Step 6: Build Logic Statements
Use if/then logic to show how choices affect outcomes.
Step 7: Create a Truth Table
Show how different combinations of choices lead to different endings.
Vocabulary
- Branching Narrative: A story with multiple paths.
- Decision Point: A moment where the player chooses.
- Outcome: The result of a choice.
- Player Agency: The player's ability to influence the story.
- Mechanics: Rules and systems that shape gameplay.
- Boolean Logic: True/false statements used in coding.
- Truth Table: A chart showing how logic choices lead to outcomes.
Example Structure
Decision Point
The hero finds a locked door.
Branch A: Open the Door
- Outcome: The hero discovers a hidden room.
- Mechanics: Requires a key item.
- Logic: If player has key → open door.
Branch B: Walk Away
- Outcome: The hero avoids danger but misses a clue.
- Mechanics: No item required.
- Logic: If player does not have key → cannot open door.
| Has key | Choice | Outcome |
|---|---|---|
| True | Open door | Hidden room |
| False | Open door | Fail state |
| True | Walk away | Missed clue |
| False | Walk away | Missed clue |
Final Deliverable
Your final branching narrative should include:
- A clear decision point
- At least two branches
- Defined outcomes
- Mechanics integration
- Logic statements
- A truth table
This will become part of your Game Design Document.
Tips for Success
- Keep choices meaningful.
- Make consequences clear.
- Ensure branches feel different.
- Use mechanics to reinforce story themes.
- Test your logic for consistency.