All posts by Josiah

About Josiah

Josiah Lebowitz is a writer and game designer. He currently operates his own indie studio (Pen and Sword Games) while teaching game design and doing contract work for various other companies. His past projects include tie-in novellas for EverQuest Next, the game Car Washer: Summer of the Ninja, and the books Interactive Storytelling for Video Games and The Verities Silex trilogy.

All the Decisions

I recently taught a class about branching path story structure in video games.  Whenever I do that, I always talk a bit about visual novels since they contain some of the best branching path stories to be found.  And one topic that comes up is how many decisions points and branches a branching path story should have.  Of course, there’s no set answer.  I’ve played visual novels with only a couple of branching paths and ones with dozens.  Personally, I prefer visual novels with a larger number of decisions.  It just doesn’t feel like there’s much point in having a branching path story if you’re not going to go all out with it.  Plus Fate/Stay Night is sort of my gold standard when it comes to visual novel structures and it included quite a lot of decisions and branches, both major and minor.  So that’s the approach I’m taking with Aurora’s Nightmare as well.  It’s a lot more work (each decision and branch means more writing, art, design, etc.), but I think it’s worth it in the end.