Choice

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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.


Types of Choices

Direct Choices. The reader is presented with a number of options to select from, often in text or graphic form.

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.

Non-Choices. The reader may abstain from making a choice in a given circumstance as a choice itself.

Locked Choices. A choice is displayed, but cannot be selected until certain criteria have been met.

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

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.

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

Route Change. The choice sends the reader down a specific path, branch, or route of a visual novel.

Flags. The choice is remembered for potential later use.

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

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'.

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.