Home › Per Sam Kabo Ashwell's 'Standard Patterns in Cho…
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.
Related questions
Per Hartmut Koenitz 'Interactive Digital Narrative', the SAS model decomposes IDN into whiPer Sam Kabo Ashwell's pattern catalogue, BRANCH-AND-BOTTLENECK structure does which?Per Emily Short 'Storylets' + Failbetter docs, a STORYLET in QBN systems is which?Per Janet Murray 'Hamlet on the Holodeck' + David Cage GDC, the AGENCY illusion in interacPer Joseph Campbell + Christopher Vogler 'The Writer's Journey', the HERO'S JOURNEY 'refusPer Mary Robinette Kowal's writing-craft essays, MICE QUOTIENT (Card+Kowal) sorts story thPer Chris Bateman 'Game Writing: Narrative Skills', LUDONARRATIVE DISSONANCE refers to whiPer Emily Short's interactive-fiction taxonomy, a QUALITY-BASED NARRATIVE (QBN) selects sc