A talk about Fallout narrative structure
Basic information
Dialogue type
- Linear/Cinematic (Uncharted)
- Keyword/suject ( Diablo3 )
- Branching trees ( mass effect
Choice Planning And Structure
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⚠️ Idea of not focus on prose but choice , and the importance of making complexe/rich choice
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Reference : *el jardin De Senderos que se bifurcan ***by Jorge Luis Borges , it was one of the first “your the hero book”, also check your the Hero type of book “Cave of time”
Crpg and Dialogues tree
- exemple
- Change in CRPG are not be structural but mostly primarly aesthetical
- The most common idea is the choice don’t react to how we play but more what choice me made
The problem: choice conflict
- The fact that the game impose a way to play the character, who have consequences to lose the dialogue, so we invalidate how the player play

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⚠️ We are making a Game not a puzzle/movie/book
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