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Mechanic family

Narrative

How fiction is delivered and how much of it the player authors, from Pac-Man's wordless interludes to a story whose subject is your own compliance.

Mechanics 14 Earliest 1980 Latest 2007 Roots in this family 2

Fiction enters the arcade sideways. Pac-Man's Attract-Mode Premise establishes character in vignettes with no interaction at all, and two very different children follow: Dragon's Lair reduces play to a timed prompt over authored spectacle, and Karateka lets the engine take the controller to tell you something. Karateka's In-Engine Cutscene has been contested continuously for forty years and abandoned by nobody.

A second trunk starts with Ultima IV, which ships Branching Dialogue Trees and Explicit Morality Axis together in 1985 — conversation as navigable structure, and a game that scores your ethics. Fallout converts that axis into Faction Reputation, which asks whose side you are on rather than whether you are good, and gets world-state consequences in exchange. Baldur's Gate II gives party members private opinions with Companion Approval, which is why people replay it. Knights of the Old Republic makes accumulated choice reshape the final act instead of a closing slide.

Production values keep raising the stakes and narrowing the options. Night Trap's Full-Motion Video was a commercial dead end that permanently reset expectations; Wing Commander III's Full Voice Performance doubled emotional bandwidth and multiplied the cost of changing a line. Mass Effect's Cinematic Dialogue Wheel is the direct consequence — paraphrased intent, selected radially, so the camera never stops. System Shock had already proposed the cheaper answer, letting the level narrate through Environmental Storytelling and Found Audio Log. BioShock closes the argument by making the player's own obedience the subject, which is the medium doing something no other medium can.

The family, in order of arrival

1983
Quick-Time Event 1983Dragon's Lair
1985
Branching Dialogue Trees 1985Ultima IV: Quest of the Avatar
1985
Explicit Morality Axis 1985Ultima IV: Quest of the Avatar
1994
Found Audio Log 1994System Shock
1994
Full Voice Performance 1994Wing Commander III: Heart of the Tiger
2000
Companion Approval 2000Baldur's Gate II: Shadows of Amn
2003
Consequential Branching Endgame 2003Star Wars: Knights of the Old Republic

Every mechanic in this family

Narrative · 1980
Attract-Mode Premise
Attract-mode premise uses short non-interactive vignettes between rounds to establish character and situation, the fir…
Origin: Pac-Man
Narrative · 1983
Quick-Time Event
A quick-time event asks for a specific input at a specific moment during an otherwise non-interactive sequence, reduci…
Origin: Dragon's Lair
Narrative · 1984
In-Engine Cutscene
An in-engine cutscene takes control away and uses the game's own graphics to stage a scene, so story and play share on…
Origin: Karateka
Narrative · 1985
Branching Dialogue Trees
Branching dialogue trees present conversation as a set of chosen replies, each one opening or closing later options, t…
Origin: Ultima IV: Quest of the Avatar
Narrative · 1985
Explicit Morality Axis
An explicit morality axis scores the player's behaviour on a visible ethical scale, then uses that number to unlock po…
Origin: Ultima IV: Quest of the Avatar
Narrative · 1992
Full-Motion Video
Full-motion video builds a game out of filmed actors stored on optical media, with the player choosing which pre-recor…
Origin: Night Trap
Narrative · 1994
Environmental Storytelling
Environmental storytelling places narrative information in the arrangement of a space itself, so that players learn wh…
Origin: System Shock
Narrative · 1994
Found Audio Log
The found audio log is a recorded message left by an absent character, picked up as an item and played while the playe…
Origin: System Shock
Narrative · 1994
Full Voice Performance
Full voice performance means every line of dialogue in a game is recorded by an actor rather than displayed as text, m…
Origin: Wing Commander III: Heart of the Tiger
Narrative · 1997
Faction Reputation
Faction reputation tracks standing with each group in the world separately, so helping one side costs you with another…
Origin: Fallout
Narrative · 2000
Companion Approval
Companion approval gives each party member a private opinion of the player that rises and falls with choices, gating c…
Origin: Baldur's Gate II: Shadows of Amn
Narrative · 2003
Consequential Branching Endgame
A consequential branching endgame reshapes the final act of a game according to choices accumulated across the whole p…
Origin: Star Wars: Knights of the Old Republic
Narrative · 2007
Cinematic Dialogue Wheel
A cinematic dialogue wheel replaces written reply options with short paraphrases arranged radially by tone, letting th…
Origin: Mass Effect
Narrative · 2007
Player-Agency Narrative Twist
A player-agency narrative twist turns the story onto the player's own obedience, revealing that doing as you were told…
Origin: BioShock

Exported to other families

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