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Re:Maps Reveal the Hidden Structures of ‘Choose Your Own Adv... by 013a on Monday December 23, 2019 @09:35AM (#21863799)
This mapping format was used in the (relatively recent) video game Detroit: Become Human [1]. I found it to be a refreshingly fantastic take on Telltale-style branching story paths; they're instantly upfront with how the choices you made played into the outcome of each chapter. Unlike most branch-driven walking simulators, they want you to try it again a couple times, and reach 100% to see everything, and they give you the tools to help make that easier.

[1] (not too many spoilers; this is the map for the very first chapter) http://www.powerpyx.com/wp-content/uploads/detroit-hostage-1...

Re:Maps Reveal the Hidden Structures of ‘Choose Your Own Adv... by louisch on Tuesday December 24, 2019 @09:12AM (#21872152)
This kind of mapping format is also used in the visual novel/mystery adventure series Zero Escape. That series uses it in a somewhat meta way though, in that at some crucial points during the point, you are required to go back and play other routes in the map in order to continue in the current route, in a sort of Escape Room "piece together the different clues" kind of way, only the clues are scattered across different paths in the story.
Re:Maps Reveal the Hidden Structures of ‘Choose Your Own Adv... by baby on Monday December 23, 2019 @11:46AM (#21864869)
Is it because when something happens they tell you “this happened because you did X”?

I realized that being explicitly about game mechanics actually add to the pleasure of branching games. For example the “X will remember this” in telltale games.