Spectrum Stories are probably the single most popular method in modern games to solve the “Sandbox Paradox”. The basic rundown goes like this: during the entire course of the game, the player will be presented with many (sometimes hundreds) of opportunities to make choices. By far, the most common flavor is “spare bad guy” vs. “kill bad guy”. Sometimes a variant is “just kill everyone” vs. “be stealthy and try not to kill anybody”. Every time you make a choice, it nudges your standing on some greater spectrum.
Today we’re talking about a tried-and-true, predefined solution to the “Sandbox Paradox” in games — Branching Narratives. You may have heard of them in book form as choose-your-own-adventures. The plot of a traditional choose-your-own-adventure story takes the form of a branching tree with many nodes. At each node you can choose one of (typically) two or three options actions that you’d like your character to take next, and you’re taken to the next branch in the story based on what you did.
Writing stories for video games is hard. I mean, could you imagine being an Author and trying to write a novel if your main character was being controlled by someone else? What would you do if your hero just decided not to fight the villain? Even worse, what would you do if they decided to join forces with the villain?
Most game stories are not interactive, and by that, I mean that the player cannot influence the direction of the story. This makes sense, because with the exception of choose-your-own-adventures, it’s impossible to write a complete interactive story beforehand. Games simply don’t have the time or money to write an epic game story for every possible choice that a player could ever make during the course of the game.