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16.20: Branching Narratives

Writing Excuses

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Creating Space for the Player

When you present a choice to a character, what they get needs to be more than just a hat. The choice has to matter the best reward as allas consequences. I am curious if any one else has, you now, tips and tricks in things they've learned from writing branching narratives. When i was working on am, i did the dialogue for for hidden path, and it was a a game called brass tactics, which is in vr.

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