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Choice

From VNDev Wiki

In visual novels, choices are a way for readers to engage with the story and influence its outcome. Choices come in various forms and can range from direct options to hidden consequences. The most common and traditional form of choices in visual novels is a screen where the player must choose a dialogue option or course of action from several options. However, the player may also have the opportunity to make choices during Point-and-click segments, quick time events, or minigames.

Types of Choices

Direct Choices

These are the most straightforward type of choice where readers are presented with a set of options to choose from. They usually appear as text or graphic buttons, allowing readers to make a decision by clicking on a specific option.

For example, in "Ace Attorney", direct choices often come in the form of witness testimony. The player must decide which questions to ask and then choose an answer based on the witness's response. This can lead to different outcomes, such as uncovering new evidence or proving a suspect's innocence.

Indirect Choices

This type of choice is less obvious and selection is less apparent. For example, a Quick Time Event can be a choice if you consider that passing and failing the event lead to different outcomes. Many indirect choices are also non-choices (see below).

In Steins;Gate [VNDB] when your phone rings, you can either answer it or ignore the call, leading to different scenes. Since there is no "decline" button, players may not realize they can ignore the call.

Non-Choices

Abstaining from making a choice can also be considered a type of choice in visual novels. In some cases, not choosing an option may lead to a particular outcome or reveal hidden information.

In Mojika [VNDB], the main mechanic is looking at characters and reading their thoughts: for certain endings the player must abstain and not look when prompted.

Timed Choices

The reader is given a set amount of time to make a decision or else they will be forced to take a non-choice action. This can create a sense of urgency and heighten the tension in the game.

In "Zero Time Dilemma,", timed choices often in life-or-death situations. The player must make a decision quickly or else the outcome will be determined by the game. These choices can have significant repercussions on the story and may lead to different endings.

Locked and Hidden Choices

This type of choice is only available once certain conditions have been met. They are visible but cannot be selected until the player has achieved a specific goal or performed a particular action. A hidden choice is similar to a locked choice, except it is not visible unless the criteria to pick them has been met. Hidden choices can add an element of surprise to the game and allow for more creative storytelling.

Task List Choices

The player is presented with a list of options that must all be selected before the game can continue. Often, this will lead to a loop where the player is returned to the beginning of the list once they have made their selections.

In "Ace Attorney", the player often has to go through the entire list of questions when questioning witnesses and people of interest in the investigation portion of the game.

Open Input Choices

This type of choice allows readers to input text into the game and receive a response based on their input. This gives players more freedom to shape the story and can create a more immersive experience. This is not to be confused with Name input.

In Astronought [VNDB] the player is asked to type in their favorite animal.

4th Wall Choices

This is a special type of choice that requires players to take an action outside of the game, such as adjusting the volume or editing system files. These choices can be used to add a unique twist to the gameplay but are generally less common than other types of choices.

Narrative use & impact

Choices can be a highly effective medium for increasing emotional impact and investment in a story, because they require the player to take a positive action (instead of passively reading). This means that choices help the reader feel "closer to" the story.

Choices can also be a powerful method to interact with player agency. Choices can grant the player control over how the narrative progresses, or, alternatively, can revoke control (such as by forcing the player to choose from only bad options, or from identical options).

The player's choices may have a variety of impacts on the narrative, such as choosing a route, showing/not showing optional scenes, and setting flags or point values which will have an impact at a later time. In this way, choices can be a powerful way to explore the butterfly effect, or to allow the player to witness multiple variations on an event, or the same event from different perspectives.