Choose your own adventure in video games

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Two paths meme Skyrim Edition seemed appropriate for this article.

It’s not a secret that I have nostalgic love for choose your own adventure books. My first article on this site went into how these books were my gateway into gaming. Because of that, I’ve always had a fondness for storytelling and choice in video games. Unfortunately, due to the realities of game development, story branches are not as common as they should be. Yes, they do create memorable moments and an incentive for replays, but it is only a small percentage of players who bother to engage in these features. Most players are one and done with games, if they finish them at all. From a developer perspective, there are bigger features to hit that provide more value to the average player for the effort. But there are always weirdos like me who find these concepts fascinating.

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A bunch of Dungeons and Dragons themed CYOA books. I had a copy of the "Dragon of Doom" book and I still have fond memories of it.


I’ll highlight a few of the games I’ve played that used choose your own adventure elements to enhance their stories. I’ll try to avoid major spoilers as much as possible, but if you really want to experience these completely untarnished, stop reading this article now.



!!!MINOR SPOILERS AHEAD!!!
for Final Fantasy III US/VI
Chrono Trigger
Tactics Ogre
Mass Effect
Skyrim
Fire Emblem: Three Houses




Final Fantasy VI – Waiting for Shadow​


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FFVI is one of the first games I played that was chock full of optional scenes and choices. There are a couple of memorable ones, but the one involving Shadow is probably the most memorable. After completing the Floating Island section of the game, the player has a limited time to escape before the island plummets to the ground. The player gets the option to wait for Shadow or leave immediately. The first time I played this game, I messed it up and left Shadow to die. As expected, you won’t be able to recruit him later or see his ending. What is interesting is that there are some minor changes to scenes involving another character. Relm appears with Shadow’s dog, Interceptor, where you would normally meet Shadow if he was alive. I wonder if that hints at anything? Nah, its probably a coincidence.

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This translation error always bugged me, but it is there because the localizers didn't account for the option of Shadow being alive in this scene.
Some people misinterpreted this error as indicative of Shadow being a woman.

Chrono Trigger – Saving Lucca’s Mom​


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Some of the most poignant scenes in the game happen in this little side quest.

Chrono Trigger is known for its multiple endings, so it isn’t a game that lacks for story choices. The one that has stuck with me over the years is related to a minor side quest before end game. There’s a section near the end of the game where each character has a specific personal quest to unlock their abilities. One of the quests allows Lucca to go back in time to a certain event and attempt to save her mom from an accident that ends up crippling her. The reason I think this quest resonated with to me is because it speaks to a desire in all of us: The desire to undo tragedies or mistakes in our past.

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By the way, Chrono Trigger is such an awesome game, you get a special game over scene for failing to vanquish the ultimate enemy.

Tactics Ogre: Accepting/Refusing Duke Ronway’s plan​



Early on in Tactics Ogre, there is a choice offered to the player that drastically alters the course of the game. The player is given a choice whether to follow his ruler in a ethically dubious act or to commit insubordination and abandon their army. From that choice, the game splits into two paths that drastically change the story, the antagonists and the characters that can join the party. That unique scenario presented to the player of a seemingly lose-lose situation is what made this particular story choice memorable to me. Either choice would leave the main character in a perilous situation, so it makes the choice difficult. It is interesting to note that the story of Tactics Ogre was heavily inspired by conflicts at the time, such as the Yugoslavian conflict and the Bosnian War. Putting the player in the mindset of soldiers who are forced to follow through with war crimes was at the heart of this story choice.

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Denim must choose between obeying orders from his superiors or the moral choice that would lead him to insubordination.

Mass Effect: Saving Kaidan or Ashley​


Bioware is another company known for allowing their players choices in their playthroughs. Whether it is dialogue choices, outcomes for quests or partners to romance, they often allow the player to express themselves through gameplay. There was one choice in the main story, however, that really highlighted the heightened stakes in the particular scene. Commander Shepard sets timed nuclear explosives to the enemy's base and the plan is to rescue Kaidan, his second in command, who is distracting the main forces from the bomb. However, Ashley gets injured by the main villain, Saren, and cannot move on her own volition. The player must choose between carrying Ashley with him to the ship or rescuing Kaidan from his suicide mission. This choice is particularly hard-hitting if the player has been talking to their teammates inside the Normandy and forming romantic bonds with them. It all serves to highlight the difficult choices that a military commander is often forced to make.

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The player is forced to choose between two allies in a ticking time bomb scenario. One of the most difficult choices for a commander.

Skyrim: Choosing between the Empire and the Stormcloak Rebellion​



Bethesda games are designed to provide an open ended buffet like experience to the player. There’s a bunch of factions and guilds in the world and the player can explore all of their quest lines to their heart’s content. Sometimes some of the factions are at odds and the player has to make a choice between them. Skyrim took this idea to heart and centered their whole game around the conflict between two factions: the Empire and the Stormcloak rebellion. The player gets the opportunity to join one of the two factions in the war, each with a unique questline. What’s interesting about this choice is that both factions have valid reasons to fight. The Empire wants to preserve the union of their territories, while the rebels are opposed to new repressive policies from the imperial government and wish to live in an independent Skyrim. The player gets to interact with various NPCs throughout their journeys and some of them offer their perspectives on the conflict. All of that setup raises the player investment in the questline of their chosen side.

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The player must visit the main city of either faction and meet with the second in command (Either Galmar Stone-Fist or Legate Rikke) to start the civil war questline.


Fire Emblem: Three Houses: Choosing your House or aligning with the Church of Seiros​


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The player gets to choose their house on the first chapter and it decides the particular story branch for the second half of the game.

Fire Emblem is a franchise that isn’t shy to story branches. Sacred Stones and Fates are two notable iterations that include these type of features. Three Houses, however, really went wild with the branching storyline path premise. There’s the basic choice that is alluded to in the title of the game that allows the player to pick their faction. That will decide their allies and their particular story path in the second half of the game. But there is another branch in the middle of one of paths that has the player choose between staying loyal or abandoning their house to favor the Church of Seiros faction. It is a compelling moment although they heavily telegraph some of the plot twists in the game. That's typical of the more shonen anime inspired stories, but I'm sure for younger people it was more effective.

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There's a point in one of the houses where the player must decide whether to continue following the House leader or to kill them. Can't say who as that would be a huge spoiler.

And that is all I could fit in this article. I didn't mention adventure games or Japanese visual novels because I'm not that familiar with those genres. Did I leave out any other memorable choose your own adventure moments? Feel free to include those in the comments. Thanks for reading.
 
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Really interesting one, I'm not sure if I played a lot of "choose your own adventure" games since I don't know if most of them counts. But I'll try (spoiler warning)

Far Cry 4, one of the first games I've played with different endings. It'll probably won't count since it doesn't have as much branches or actions that changes the story drastically (except for some cutscenes). One that surprised the most though is probably the "secret ending" one

I really think it's one of the best endings in a videogame since
it completed my (or Ajay's) goal of bringing his mother's ashes to the right place without doing anything much
just listen and wait…for 15 minutes.
Pagan Min (the guy who'll bring you to the place) will also tell you about the truth of your father before letting you scatter those ashes, and bring you with him in a helicopter before we "shoot some goddamn guns"
 
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Oh hell, I love this topic! Random notes!
  • Looking back, I think all of my CYOA books were Goosebumps or similar, all haunted carnivals and slime monsters and BAD END.
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They looked cool as hell, though.
  • This is embarrassing but both times I've played through FFVI, my spastic fingers have mashed about and I've abandoned Shadow, the guy who became a ninja to hide from being a father. (I tell myself that to feel better about my mistakes.)
  • The sequence in the woods in Chrono Trigger fascinated me as a kid. Nowadays, I assume the "entity" assisting our heroes is the Earth/Gaia itself, but my first time around my belief was they were referring to Me, the Player. The unseen being who was helping them along, ensuring Chrono and the gang's success. It was maybe the first time I thought about my role in a piece of media, that the act of playing/reading meant I had a part in the story as well.
  • "But...The Future Refused To Change". Amazing line.
  • Yasumi Matsuno was miles ahead of everyone writing video games in the 90's, and I need to try the Tactics Ogre remake one of these days.
  • Giant spiders = Get thee gone, Skyrim!
  • I have reached that branching point in Three Houses, but hated making the choice; there's so little context, and things have escalated wildly at that point. (I don't want to get into something you were careful not to spoil on here though.)
  • Remember how "Choices Matter" became a phrase games were sold on in the wake of Mass Effect? Arguably we see less of that now, branching paths don't really fit into massive budget AAA games; can't spend millions of dollars and thousands of man-hours on a sequence or scenario that players might not even see. I *do* think Mass Effect made a real effort of it, on a scale not seen before. A lot of the choices could feel illusory in retrospect, largely because they couldn't build entirely different endings, but I was deeply invested in the plight of the Krogans.
  • The Walking Dead managed to keep hitting you with difficult decisions throughout. The destination was always the same, but you felt about yourself, and the effect you were having on your surrogate daughter kept me riveted till the end.
  • I suppose dating sims like Tokimeki Memorial and Pia Carrot are all CYOA, in a sense, but that's a different article perhaps.
  • Resident Evil 3's choices don't really alter the plot, but they managed to feel momentous enough to stress me out when I was a teenager. A better Capcom example might be Dino Crisis, where your choice between the efficient but mercenary commander -or- the more compassionate specialist determines what path you take through the facility, swarming with dinosaurs despite their inability to open doors. (My favorite Resident Evil game, in a stupid way.)
  • There's a couple major choices bound up around your sister in Suikoden II, with one being a clear lapse in judgement that gets someone important killed on your behalf, and the other being an incredibly finicky moment that I've fouled up on accident more than once....and of course, it determines your ending!
  • (There's another game on the PlayStation with some *very* different paths depending on your choices, but I'm playing through the second scenario now in the hopes of reviewing it so more on that later, hopefully. Why won't the words just leap out of my brain, my fingers despise the joyless task I've assigned them!)

Actually, forget everything else: Tyranny by Obsidian.
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Somehow, I didn't hear a word about this game when it came out, but it's easily one of my favorite RPG's, modern or otherwise. No choices between good and evil here, you're a bastard in the service of bigger bastards. The worlds been conquered by a Thulsa Doom-style warlord, and the game opens by presenting the player with options to establish the role they played in the Final Conquest. Did you cunningly sabotage the defenses of a free city, or just start some fires and let 'em cook? At every step, you served your master, but the game primarily pulls you between the two greatest armies in the Overlord's service; the iron-plated fascism of Graven Ashe and his Disfavored, and the savage anarchy of the Scarlet Chrous, commanded loosely by The Voices of Nerat.
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You get some leeway, being an agent of the court, reporting directly to the high judge of the new regime. Thus, you're empowered to deliver the Overlord's Edicts, which can change the fabric of reality; however, you have wiggle room to interpret those magical laws, and that's where the bulk of your choices come from. There's an amazing fantasy aspect to all of this, with a world that's *begging* for a sequel or novelization. I'm really trying not to just keep writing about the game and singing it's praises here, this just sort of leaked out. Let me just summarize by saying that Tyranny is a game that might make you genuinely question the choices you make, when you simply don't have the power to be your better self.


I *loved* this one, if the inappropriately long response wasn't obvious, and I'm excited as hell for your next Squaresoft column!
 
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Great Article that comes up a topic i often talk with my friends about RPGs (Videogames and TTRPGs) and more Setting-driven games.

I miss games that doesnt have an huge overarching story and just gave you missions/(side-)quests that are related in this setting exclusively which each degree of urgency and danger fills up the worlds lore while you experience the work you put up to fullfill the quest/mission with your own approach and tools you could archieve or even change the outcome overall for the better or the worse . The world gets the air to breath and the mystique to it isnt vanished at all while the player itsself is a small part of the world to dive into the immersion and not the revealer of all truths and evils that makes the world so 1-dimensional all of a sudden .

Daggerfall did it , while it had a story that was actually enough that justifies your existence in Daggerfall alone and nothing more but it wasnt essential to be part of and there were alot of endings that arent tied to the plot. It gave freedom to Role-play and even with its flaws , it was still outstanding technically , gamplay- and lore-wise.

It would be much more cooler and interesting to play single scenarios that arent interconnected but are overall playing in that Setting with its own rules and freedoms instead of huge "be all , end all" - stories that end up as "colorful Marvels Avengers movie on cocaine"- kind of stories which throws out your actions and desicions out of the window for the perfect peaceful re-union photo as an ending .
 
Really interesting one, I'm not sure if I played a lot of "choose your own adventure" games since I don't know if most of them counts. But I'll try (spoiler warning)

Far Cry 4, one of the first games I've played with different endings. It'll probably won't count since it doesn't have as much branches or actions that changes the story drastically (except for some cutscenes). One that surprised the most though is probably the "secret ending" one

Secret or golden endings definitively count, although I avoided mentioning them in my article because it is hard to discuss without heavy spoilers.

As far as cool choices in endings, I think Fallout: New Vegas is worth mentioning as you can have multiple ending paths. Supporting Mr. House, supporting the Legion, or using Yes Man to create anarchy in the Mojave Desert.

Also, the Witcher 3 has three distinct endings connected to dialogue choices with Ciri. What I don't like about this, is that the game doesn't really give you any warning that this could happen so it doesn't feel like a true choose your own adventure scenario.

Triangle Strategy is another strategy game with many story choices and it has 3 endings + a secret golden path. I'd recommend that game to any fans of SRPGs.

It's not this, but Romancing SaGa -Minstrel Song- is "choose your adventure" but for the whole game

I have a huge backlog of Romancing Saga games to play. Can't really continue my Squaresoft series without becoming familiar with those games. Maybe I should find someone to talk about that series. If you want to do a collaboration, let me know.

Oh hell, I love this topic! Random notes!
  • ...
I *loved* this one, if the inappropriately long response wasn't obvious, and I'm excited as hell for your next Squaresoft column!

Dang dude, you wrote a mini article in the comments. Love it. You brought up some great examples.

I have only played Mass Effect 1 but that game is pretty linear aside from Paragon/Renegade dialogue choices and romantic options. I didn't go into romantic partner choices, but if I did Bioware games would definitively be high up on the list. And the lore building in the side quests is excellent. I guess you can choose to skip the side quests, but those don't feel like true CYOA scenarios. I know that Mass Effect 2 is different, there's some type of choice of who to bring to the last game and not all of your companions may survive, but I haven't played 2. I need to rectify that eventually.

I hear good things about the Walking dead Telltale adventure game. That's not a genre I play that often but I do enjoy it on occasion (Ace Attorney).

Yeah, not too familiar with the Japanese Dating Sims/Visual Novels, but the ones I've played the choices are basically which girl you are going to end up with at the end. I know there are some newer ones that really go crazy on the story choices but I haven't tried them.

I haven't played RE3, I didn't even know there were story choices in that game. Now that you mention that, I didn't go into "the illusion of choice" in video games. That could be a topic for a companion article. Some games trick the player into thinking they can choose something but the choices converge to the same point. There's an art to it where it doesn't feel like the player is getting cheated.

Suikoden 2 did come to mind, but since I haven't finished the game, I couldn't really speak to all the choices or options in the game. Also, Valkyrie Profile offers a lot of choice in how to tackle the game, but the pathway to unlocking the best ending is so obnoxious, it hardly feels like a true CYOA scenario.

Obsidian is an offshoot of Black Isle, the studio that collaborated with Bioware on many Baldur's Gate games, so they have that CYOA DNA in them. I've played Fallout: New Vegas and there's a lot of story options and factions to choose from in that game. Same with Pillars of Eternity. I do own Tyranny but I haven't finished it. Got to get to it some day.
 
I have a huge backlog of Romancing Saga games to play. Can't really continue my Squaresoft series without becoming familiar with those games. Maybe I should find someone to talk about that series. If you want to do a collaboration, let me know.
I have only played Romancing SaGa unfortunately. At the very least I can tell you about that one
 
Love the Endless Quest DnD CYOA series, they were great for their time (and were a gateway drug into DnD by design). I'm a huge CYOA aficionado too; are we the same person?

The GOAT book series is the Fighting Fantasy series of course, even if they were very inconsistent on terms of quality and if they were actually beatable without cheating; I read a write-up somewhere of someone crunching the mathematical odds of beating Sword of The Samurai on each read, and it was something absurd like 5%, though that book is a famously hard one.
  • Looking back, I think all of my CYOA books were Goosebumps or similar, all haunted carnivals and slime monsters and BAD END.
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The Goosebumps ones were sick, I ate that shit up when I was a young octo-ling.

As for the actual subject matter of the article, I've recently been replaying the whole Mass Effect series, my beloved, (currently on 2, I'm even going to do Andromeda after 3 because I'm a masochist) and I'm surprised at how much actually doesn't really change from your decisions. Everyone, myself included, I think has some nostalgia goggles on with the series because there really isn't a whole lot that affects each of the games story going forward. You get some different characters showing up and some different side quests, but they have little to no impact really on the actual story direction except maybe for 3, but 3 also infamously has some issues I don't want to get into.
 
Love the Endless Quest DnD CYOA series, they were great for their time (and were a gateway drug into DnD by design). I'm a huge CYOA aficionado too; are we the same person?

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The GOAT book series is the Fighting Fantasy series of course, even if they were very inconsistent on terms of quality and if they were actually beatable without cheating; I read a write-up somewhere of someone crunching the mathematical odds of beating Sword of The Samurai on each read, and it was something absurd like 5%, though that book is a famously hard one.

Never read Fighting Fantasy but I've heard about the series for sure. Interestingly enough, that was Final Fantasy's original title but they had to change it due to the book series already owning the copyright.

As for the actual subject matter of the article, I've recently been replaying the whole Mass Effect series, my beloved, (currently on 2, I'm even going to do Andromeda after 3 because I'm a masochist) and I'm surprised at how much actually doesn't really change from your decisions. Everyone, myself included, I think has some nostalgia goggles on with the series because there really isn't a whole lot that affects each of the games story going forward. You get some different characters showing up and some different side quests, but they have little to no impact really on the actual story direction except maybe for 3, but 3 also infamously has some issues I don't want to get into.

Yeah, I'm a late comer to the Mass Effect series. I did play Mass Effect 1 and enjoyed it a lot, but aside from the dating choices, there aren't that many choices. Oh shit, I did remember now about the Kaiden/Ashely choice. That would be great for my article. I think it was really effective too. Maybe I'll edit it in. Thanks for the memory trigger.
 
Never read Fighting Fantasy but I've heard about the series for sure.
I'd highly recommend them, they're very easy to get both physically and through 'other methods'. There's something like 60 odd books in the series so they have a variety of genres and writers; there's even a mecha themed one, an amazing Road Warrior pastiche, horror themed ones and a superhero one. I'd recommend Moonrunner, Freeway Fighter (the Road Warrior one), City of Thieves and Legend of The Night Warriors. I've been thinking of doing a review series on them to be honest, but I have enough half started projects and reviews that I don't think I need to throw another on even if it would be quicker and smaller scale.

Yeah, I'm a late comer to the Mass Effect series. I did play Mass Effect 1 and enjoyed it a lot, but aside from the dating choices, there aren't that many choices. Oh shit, I did remember now about the Kaiden/Ashely choice. That would be great for my article. I think it was really effective too. Maybe I'll edit it in. Thanks for the memory trigger.
I think the best way to look at the series is like they're a CYOA book; they're very linear, but you can see some different content on your way there depending on what you choose even if it's only some fairly minor variations and/or fan service. The Kaiden/Ashley choice I think is one of the most competently handled ones going forward, as it actually does affect a good amount of content in the later games.
 
Secret or golden endings definitively count, although I avoided mentioning them in my article because it is hard to discuss without heavy spoilers.

As far as cool choices in endings, I think Fallout: New Vegas is worth mentioning as you can have multiple ending paths. Supporting Mr. House, supporting the Legion, or using Yes Man to create anarchy in the Mojave Desert.

Also, the Witcher 3 has three distinct endings connected to dialogue choices with Ciri. What I don't like about this, is that the game doesn't really give you any warning that this could happen so it doesn't feel like a true choose your own adventure scenario.

Triangle Strategy is another strategy game with many story choices and it has 3 endings + a secret golden path. I'd recommend that game to any fans of SRPGs.
Yeah it has a lot major spoilers, even the side missions

Anyway, that's a great pick man! Now that I remembered it, Witcher and Fallout games can be really good with this kind of thing. It can be quite unpredictable too, sometimes when I do something that I thought was good, won't give me a good ending. But it depends I guess, some bad endings does feel a little better
 
Yeah it has a lot major spoilers, even the side missions

Anyway, that's a great pick man! Now that I remembered it, Witcher and Fallout games can be really good with this kind of thing. It can be quite unpredictable too, sometimes when I do something that I thought was good, won't give me a good ending. But it depends I guess, some bad endings does feel a little better

Yeah, there are a lot of unexpected consequences in Fallout games. You try to help a small faction flourish and they end up as prey to a larger faction or raiders. It is part of building the post-apocalyptic type of setting.
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I have only played Romancing SaGa unfortunately. At the very least I can tell you about that one

If you have played the original Romancing Saga or the remake, I'd love to hear about it. It doesn't have to be very deep, a paragraph or two would be fine. You could post it somewhere or send me a private message. That would save me a lot of playing time, lol. I'd give you credit of course. Let me know if you are interested.
 
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Dang dude, you wrote a mini article in the comments. Love it. You brought up some great examples.
Late night after work and too much caffeine to sleep, you know how it is.
I have only played Mass Effect 1 but that game is pretty linear aside from Paragon/Renegade dialogue choices and romantic options. I didn't go into romantic partner choices, but if I did Bioware games would definitively be high up on the list. And the lore building in the side quests is excellent. I guess you can choose to skip the side quests, but those don't feel like true CYOA scenarios. I know that Mass Effect 2 is different, there's some type of choice of who to bring to the last game and not all of your companions may survive, but I haven't played 2. I need to rectify that eventually.
They wind up being linear in hindsight, particularly when the series ends and all roads have to lead to the same place, but in the moment some of the choices are pretty affecting. Mass Effect 2 in particular focuses more on choices with your companions, a few of which have some major payoffs in the third game. The smaller scale stuff with the characters you're actually invested in work a lot better than the grandiose parts of Mass Effect, I think.
I hear good things about the Walking dead Telltale adventure game. That's not a genre I play that often but I do enjoy it on occasion (Ace Attorney).
It has some real drama, but just like The Walking Dead series the constant setbacks and deaths can get oppressive after awhile. I played through through the first game, broken up into five episodes (I'm glad that's not much of a thing anymore), but the sequel started off so dreary I took a break and never came back.

I've only actually tried the Ace Attorney about the inter-war period Japanese lawyer, a prequel I guess. Really fun stuff, I've been meaning to branch out to the rest.
I haven't played RE3, I didn't even know there were story choices in that game. Now that you mention that, I didn't go into "the illusion of choice" in video games. That could be a topic for a companion article. Some games trick the player into thinking they can choose something but the choices converge to the same point. There's an art to it where it doesn't feel like the player is getting cheated.
Ah, the illusion of choice.
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Suikoden 2 did come to mind, but since I haven't finished the game, I couldn't really speak to all the choices or options in the game. Also, Valkyrie Profile offers a lot of choice in how to tackle the game, but the pathway to unlocking the best ending is so obnoxious, it hardly feels like a true CYOA scenario.
Agreed on Valkyrie Profile, and if you ever do go back to Suikoden 2, probably look at a guide and spoil things, getting the better ending is *not* intuitive.
Obsidian is an offshoot of Black Isle, the studio that collaborated with Bioware on many Baldur's Gate games, so they have that CYOA DNA in them. I've played Fallout: New Vegas and there's a lot of story options and factions to choose from in that game. Same with Pillars of Eternity. I do own Tyranny but I haven't finished it. Got to get to it some day.
Obsidian is probably the reigning champion of making impactful decisions in video games, Lord knows some of the most bitter arguments I've ever seen online revolved around New Vegas.
The GOAT book series is the Fighting Fantasy series of course, even if they were very inconsistent on terms of quality and if they were actually beatable without cheating; I read a write-up somewhere of someone crunching the mathematical odds of beating Sword of The Samurai on each read, and it was something absurd like 5%, though that book is a famously hard one.
I looked these up and immediately thought "The Munchkin guy wrote books?!" Same name, similar interests, different guys, weird. These look cool as hell though, I wish I'd seen them as a kid!
The Goosebumps ones were sick, I ate that shit up when I was a young octo-ling.

As for the actual subject matter of the article, I've recently been replaying the whole Mass Effect series, my beloved, (currently on 2, I'm even going to do Andromeda after 3 because I'm a masochist) and I'm surprised at how much actually doesn't really change from your decisions. Everyone, myself included, I think has some nostalgia goggles on with the series because there really isn't a whole lot that affects each of the games story going forward. You get some different characters showing up and some different side quests, but they have little to no impact really on the actual story direction except maybe for 3, but 3 also infamously has some issues I don't want to get into.
Hell yeah.

About Mass Effect, they struggled coordinating a narrative across each installment, in my opinion the first game is a Star Trek-esque sweeping space opera, but the second game narrowed the scope and made it more about characters. Both approaches made for really interesting games, but the conclusion to the trilogy couldn't reconcile the both of them, and...you know what, I actually just don't have it in me to start talking about the ending right now, it gives me violent flashbacks, screaming so loud in the break room at co-workers that the customers started complaining.
 
About Mass Effect, they struggled coordinating a narrative across each installment, in my opinion the first game is a Star Trek-esque sweeping space opera, but the second game narrowed the scope and made it more about characters. Both approaches made for really interesting games, but the conclusion to the trilogy couldn't reconcile the both of them, and...you know what, I actually just don't have it in me to start talking about the ending right now, it gives me violent flashbacks, screaming so loud in the break room at co-workers that the customers started complaining.

This whole discussion about Mass Effect did activate some dormant neurons and made me recall the Kaidan/Ashley choice. That one definitively made me feel something, its just been a while. I added it to the article. I haven't played Mass Effect 2 but I hear it has similar choices like that.

And yeah I haven't played Mass Effect 3, but the discourse around the ending of that game was impossible to escape during the 2010s. The ending could be used as an example of what not to do when adding CYOA features.
 
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I looked these up and immediately thought "The Munchkin guy wrote books?!" Same name, similar interests, different guys, weird. These look cool as hell though, I wish I'd seen them as a kid!
Its incredibly strange how there was two different Steve Jackson's both active at the same time in the same genre. One was British, the Fighting Fantasy Jackson and the other was the American one who created Munchkin, but even funnier is that the American one did make some CYOA books (the Sorcery! series, also great) and even did a couple of Fighting Fantasy books.

About Mass Effect, they struggled coordinating a narrative across each installment, in my opinion the first game is a Star Trek-esque sweeping space opera, but the second game narrowed the scope and made it more about characters
Oh yeah, there was a definite "we got bought by EA after the first game" energy going on in the second game. It went from being a Star Trek type thing like you said to more of a gritty sci Fi action movie type thing. Still love the game of course, but there is an incredibly obvious change in storytelling and design after the first game.
 
This whole discussion about Mass Effect did activate some dormant neurons and made me recall the Kaidan/Ashley choice. That one definitively made me feel something, its just been a while. I added it to the article. I haven't played Mass Effect 2 but I hear it has similar choices like that.

And yeah I haven't played Mass Effect 3, but the discourse around the ending of that game was impossible to escape during the 2010s. The ending could be used as an example of what not to do when adding CYOA features.
Love the new section, and yeah the discourse was *a lot*. Honestly, ending aside, where it goes with the Krogan/Salarian mission and the Geth/Quarian missions were incredible. They also brought in an actual Prothean in the final game, who clashes so much with the idea of them from the first game that it nearly drives your resident archaeologist crazy. (They made that an optional DLC of course, which is....just, another not great piece of the discourse.)
Oh yeah, there was a definite "we got bought by EA after the first game" energy going on in the second game. It went from being a Star Trek type thing like you said to more of a gritty sci Fi action movie type thing. Still love the game of course, but there is an incredibly obvious change in storytelling and design after the first game.
They brought that "EA said we need more shooting, or Martin Sheen goes hungry" energy, but it's amazing how well they made it work. The build-up and payoff of the suicide mission in ME2 is one of my favorite experiences with a video game, it's a shame it doesn't actually matter one lick in the sequel.
 

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