Category: Branching (variant) · Audience: Beginner
What this shows
The workhorse structure of commercial narrative games, also called Foldback. The story branches locally, then re-converges at authored checkpoint beats — the “bottlenecks” (or “pearls” on a string) — then branches again.
How it works
- Two entrances (
LockRoute,BribeRoute) both link to the sameVaultpassage: the first bottleneck. - From the vault, two methods (
DrillRoute,CodeRoute) both converge onEscape: the second bottleneck. - No state is required — convergence is simply multiple passages pointing at one shared next passage.
- Players feel choice moment-to-moment while the author guarantees the load-bearing beats occur. The craft is hiding the re-convergence, and being honest about which edges are true divergence versus foldback.
Using this in your own story
- Let choices branch locally for texture.
- Point those branches back at a shared “pearl” passage for each guaranteed beat.
- Repeat: branch, bottleneck, branch, bottleneck.
Full source
:: StoryData
{
"ifid":"23E75994-D259-44AF-AF5F-E35D1A1CC310"
}
:: StoryTitle
Branch and Bottleneck Structure
:: Start
The heist begins. How do you get inside?
[[Pick the side-door lock->LockRoute]]
[[Bribe the front guard->BribeRoute]]
:: LockRoute
You slip in silently through the side door.
[[Continue->Vault]]
:: BribeRoute
A few coins later, the guard waves you through the front.
[[Continue->Vault]]
:: Vault
**Bottleneck.** However you got in, you now stand before the vault. The story guarantees this beat happens for every player.
How do you crack it?
[[Drill the lock->DrillRoute]]
[[Guess the code->CodeRoute]]
:: DrillRoute
Sparks fly, the bit screams — and the vault swings open.
[[Continue->Escape]]
:: CodeRoute
The code was the founder's birthday. Of course it was.
[[Continue->Escape]]
:: Escape
**Bottleneck.** The vault is open and the alarm is ringing. Every path converges here for the finale.
**The End: The score is yours**
[[Run it again->Start]]
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