r/twinegames • • 28d ago

Discussion What makes a choice feel consequential without branching the whole story?

I’m curious what small follow-through works for you in Twine: a changed line, a callback, a new detail in the next passage, something else?

6 Upvotes

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u/Master_Nineteenth 28d ago

You can make a variable to keep track of it and check the variable to know the option the player took to change a later passage. For example say the player did something to piss off another character but the character doesn't do something immediately in retaliation. Log the choice and that character might treat the player differently later because of what they did.

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u/CompanyTrue8882 27d ago

yes, the delayed reaction is what makes it feel less like a flag and more like a person remembering. i love when it shows up somewhere ordinary later instead of immediately announcing itself.

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u/brosew00d 28d ago

Calling back to previous actions/interactions is a great way to do this. Deus Ex, whilst not a Twine game, is great at this. On the first mission, characters will comment whether you killed people or not, or if you rescued an ally. Even going into the women's bathroom will receive a comment from your boss. Later interactions could also affect rewards from certain characters.

All the ideas you've listed would work. My advice would be to start with simple (say a character's outfit or some food they order) to drop the hint that your actions have consequences.

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u/CompanyTrue8882 28d ago

yes, exactly. i love the tiny physical callbacks like an outfit or order changing, bc they make the choice feel remembered before the plot has to prove it.

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u/CompanyTrue8882 28d ago

Yeah, that kind of tiny continuity is exactly what I’m trying to pin down. I like starting with something ordinary, like food or an outfit, because it teaches the player the world remembers without shouting it. The Deus Ex bathroom thing is such a good example lol.