Choice: Difference between revisions

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Made the page. Would be great to have examples.
 
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A choice in a visual novel is a prompt for reader input, most often in the form of a selection of pre-written options.
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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 player may also have the opportunity to make choices during [[Point-and-click|Point-and-click segments]] and [[Quick Time Event|quick time events]].


== Types of Choices ==
== Types of Choices ==
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Direct Choices.  The reader is presented with a number of options to select from, often in text or graphic form.
* '''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.
 
** 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. The reader is presented with a a choice in a format where not all available selections are immediately apparent, such as a [[Quick Time Event]


Timed choices. The reader must make a choice in a given time frame, or be forced to make a non-choice action.
* '''Indirect Choices''': This type of choice is less obvious and selection is less apparent.
** Example: a [[Quick Time Event]] can be a choice if you consider that passing and failing the event lead to different outcomes.


Non-ChoicesThe reader may abstain from making a choice in a given circumstance as a choice itself.
* '''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 Choices. A choice is displayed, but cannot be selected until certain criteria have been met.
* '''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.


Hidden Choices.  A choice is both not available for selection and not apparent, often visible only when it is available.
* '''Locked 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.


Task List Choices. A selection of choices that must all be taken before the visual novel can continue, often looping back at the end of any given selection.
* '''Hidden Choices''': These choices are not visible by default and can only be accessed by taking a specific action or triggering a certain event. Hidden choices can add an element of surprise to the game and allow for more creative storytelling.
 
Open Input Choices.  A choice where the reader is prompted to input text with a number of potential outcomes.  This is not to be confused with [[Name Input]].
 
4th Wall Choices.  A choice a reader must make external to the visual novel's normal experience, such as adjusting the visual novel's volume, or editing its system files, to continue.
 
== Common Outcomes ==
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Route Change.  The choice sends the reader down a specific path, branch, or route of a visual novel.
* '''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.
** Example: 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.


Flags. The choice is remembered for potential later use.
* '''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]].


False Choice.  The choice has no distinguishable impact beyond giving the player the illusion of agency.
* '''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.


Trunk Choice.  The choice has a minor deviation from other choices in outcome, but ultimately leads back to the main visual novel, aka 'The Trunk'.  
== Outcomes ==
{{Main|Branching}}
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.


Wrong/Bad End.  The choice leads to a visual novel terminating negative consequence.  E.G: A "Game Over."


Rewards.  The choice leads to unlocking special features external to the visual novels normal operation, such as an image gallery or music room.
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[[Category:Gameplay]]

Latest revision as of 14:19, 18 December 2024

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 player may also have the opportunity to make choices during Point-and-click segments and quick time events.

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.
    • 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.
    • Example: a Quick Time Event can be a choice if you consider that passing and failing the event lead to different outcomes.
  • 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.
  • 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.
  • Locked 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.
  • Hidden Choices: These choices are not visible by default and can only be accessed by taking a specific action or triggering a certain event. 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.
    • Example: 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.
  • 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.

Outcomes

Main article: Branching

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.