- 01Choose a commitment
- 02Record who knows
- 03Pass intervening events
- 04See the later response
Delayed consequences
A choice stores persistent state that later changes responses or available actions. Delay creates commitment, but the causal connection must remain readable.
The player's decision
Make a promise for immediate help or consider whether you can fulfil it later?
Original scenario
Original setup: give the last medicine to a stranger; a teammate later needs it, but the stranger eventually opens an escape route. Choices create different costs rather than one morality score.
Start with this prototype
Build three scenes, two choices and three endings. Track only medicine ownership and a promise kept. A recap connects decisions to effects; allow restart from scene one and avoid unbounded branching.
Change one variable
Tune the delay and reminders: too short loses resonance; too long without cues feels arbitrary.
What to observe in a playtest
Can players recall a causal chain, and do routes alter opportunities rather than only the last sentence?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Promising ending changes for mere wording variations erodes trust. Describe the actual scope of consequences.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- OXENFREE
The official description connects dialogue decisions with story and relationships, inviting study of response continuity.
- The Walking Dead
The official description promises consequences across episodes, not a wholly separate ending for every choice.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build three scenes, two choices and three endings. Track only medicine ownership and a promise kept. A recap connects decisions to effects; allow restart from scene one and avoid unbounded branching.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.