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

Using this in your own story

  1. Let choices branch locally for texture.
  2. Point those branches back at a shared “pearl” passage for each guaranteed beat.
  3. 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]]

▶ Play this example · Download the .twee file


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