Screen stories are experienced through time and visible action. Game stories also pass through systems, spaces, and player choice. A useful plan therefore tracks who can act, what the audience or player understands, which choice changes state, and how production constraints affect the narrative.

What is different about interactive narrative?

The player may act inside the structure. Narrative planning must account for agency, feedback, state, consequence, replay, failure, and the relationship between authored intent and player behavior.

Primary sources

Scene logic

End a scene in a different state than it began

A scene earns its place when information, power, relationship, danger, commitment, or possibility changes. Dialogue is one tool for causing that turn, not a substitute for it.

  • Objective
  • Obstacle
  • Action
  • Turn
  • Changed state

Interactive logic

Design choices across time, not only at the menu

A meaningful choice can alter immediate feedback, character interpretation, available systems, later scenes, or the ending. The consequence must be legible enough for the player to understand their agency.

  • Available choice
  • Immediate feedback
  • State change
  • Delayed consequence
  • Recovery or failure

Questions

Questions about Connect Every Scene or Choice to What Changes Next

Does every game choice need a unique ending?

No. Choices can affect relationships, resources, knowledge, route, tone, or later possibilities without multiplying full endings.

What makes exposition playable?

Let the player discover, test, use, or act on information. A lore fact becomes stronger when it changes navigation, strategy, interpretation, or consequence.

Should screen and game outlines use the same format?

No. They can share causal principles, but interactive work also needs state, agency, feedback, system, and production tracking.

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