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Per Sam Kabo Ashwell's 'Standard Patterns in Choice-Based Games', the simplest narrative shape is which?

AAn inventory-only finite state machine system
BA vertical scroll bar interface with no choices
CTime Cave: every choice branches, never rejoins
DA fixed pre-rendered cutscene with no input
Answer & Solution
Correct answer: C. Time Cave: every choice branches, never rejoins
Ashwell: Time Cave = full branching tree, no rejoins. Maximally reactive but exponential in author labour. Used in early CYOA + some twine games.
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