{"id":58928,"date":"2018-10-31T22:38:00","date_gmt":"2018-10-31T22:38:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/329775"},"modified":"2018-10-31T22:38:00","modified_gmt":"2018-10-31T22:38:00","slug":"video-how-devs-can-find-the-right-branching-narrative-structure","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/10\/31\/video-how-devs-can-find-the-right-branching-narrative-structure\/","title":{"rendered":"Video: How devs can find the right branching narrative structure"},"content":{"rendered":"<p>For RPGs, choice, consequence and replayability are viewed as crucial aspects of the genre. How can developers provide players with a satisfying experience without tripling or quadrupling their workload?<\/p>\n<p>In this 2016 GDC talk, academic Jay Taylor-Laird explains how to more effectively use a story map as a creative and analytical tool when making narrative games.<\/p>\n<p>Taylor-Laird compares three common branching structures, discussing\u00a0the positives and negatives from both story and production perspectives.<\/p>\n<p>He explains why the repeating diamond narrative or parallel paths structure is most successful in providing a satisfying branching experience, without the headache of a traditional branching narrative.<\/p>\n<p>It was an\u00a0insightful talk that&#8217;s still worth watching, so developers\u00a0shouldn&#8217;t miss the\u00a0opportunity to do so now that it&#8217;s\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=_Xrsn2HBs6w\">freely available on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><em><strong>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>For RPGs, choice, consequence and replayability are viewed as crucial aspects of the genre. How can developers provide players with a satisfying experience without tripling or quadrupling their workload? In this 2016 GDC talk, academic Jay Taylor-Laird explains how to more effectively use a story map as a creative and analytical tool when making narrative [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":58929,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-58928","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/58928","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=58928"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/58928\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/58929"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=58928"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=58928"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=58928"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}