Found in : https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/
Time Cave - Open World configuration
- No state-tracking
- all choices equal
Gauntlet
- Rare state-tracking
- Some choices branch off but are ended quickly.
- Friendly or deadly
- linear story with reflective or rhetoric choice
Branch and Bottleneck.
- Heavy state-tracking, passage of time
- Effect of past choices accumulate over time, multiple playthroughs start very similar
- Allows for the creation of a distinctive story