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Decisions and Endings in Video Games

When taken as a whole, it’s really only been in the most recent sliver of video game history that we’ve seen an explosion of robust narrative development. Sure, we must acknowledge the early pioneers, companies like Infocom and their titles like Zork. Still, modern video games, thanks to Bioware, Telltale, Quantic Dream, and others, have provided immense richness within the limitations of hardcoded storylines, settings, and decision points, richness that was not reachable earlier on.

Tabletop RPGs arguably got to this point earlier and have been there longer. It is simply more straightforward to write out several possible endings to a given module or adventure path than have to code them out and make more ingame content knowing that many players will never see it. In a weird way, though, that’s why I think looking at how narrative complexity presents itself in video games is so interesting and instructive. When video games fracture their storylines into multiple endings or complementary subplots (like, for example, character romance subplots), it has to be deliberate. Everything is designed intentionally, and for some players figuring out the combination of actions that leads to a given outcome is part of solving the puzzle of the game. 

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