Interactive Storytelling Tropes - TV Tropes (2024)

Storytelling tropes that are made possible by the nature of interactive media (Video Games, Visual Novels, etc.). In other words, ways to tell stories that are unfeasible without a player actively shaping them.

Contrast pure gameplay tropes like Various Video Game Views, Video Game Difficulty Tropes, Video Game Interface Elements, etc.

Mutually exclusive events occur in the story, depending on the player's actions.

  • Story Branching
    Super-Trope: The story changes depending on the player's actions.
  • Algorithmic Story Branching
    The game converts player decisions into numbers, crunches them, and branches the story based on the result.
  • Big First Choice
    An early decision has massive impact on the entire rest of the story.
  • Branch-and-Bottleneck Plot Structure
    The plot branches out, but all branches are merged back together into a linear section later.
  • Choice-and-Consequence System
    A sub-system that tracks the player's plot decisions and dynamically branches the plot when said decisions become relevant later on.
  • Event Flag
    The game records whether the player made a certain decision and alters later events accordingly.
  • Neglected Sidequest Consequence
    An optional mission secretly has a big impact on future events if it was incomplete, delayed, or done incompetently.
  • Multiple Game Openings
    The prologue changes depending on the player's choices before starting the game.
  • Promptless Branching Point
    When story branching occurs without explicit prompts, through gameplay alone.
  • Schrödinger's Gun
    The very premises of the story are changed depending on the player's actions.
  • Schrödinger's Player Character
    Depending on who you choose as your Player Character, the story will wrap itself around that character and not the others.
  • Static Role, Exchangeable Character
    The key plot roles are always the same, but the player can assign different characters to play them.

How story branching is invalidated, either by later canon or by only seemingly offering it.

  • Blamed for Being Railroaded
    The player or their character is admonished for doing something heinous, even though this was the only choice the player was allowed to make.
  • But Thou Must!
    Things that look like choices but actually enforce a certain direction.
  • Cutting Off the Branches
    There are multiple endings but only one of them is canon in later installments.
  • Merging the Branches
    A blend of several mutually exclusive story branches is declared canon by the sequels.
  • No Campaign for the Wicked
    The game could give the player an option to be evil but doesn't.
  • No Canon for the Wicked
    The player can choose to be evil but this path/ending is declared non-canon.
  • Railroading
    The game could offer the player different paths but doesn't.
  • Third-Option Adaptation
    A sequel or adaptation deals with multiple branches in the original by rejecting all of them and coming up with a new one.

The story shows different outcomes depending on the player's actions.

  • Multiple Endings
    Super-Trope: The ending changes depending on the player's actions.
  • Alignment-Based Endings
    Several endings based on a moral choice.
  • Earn Your Bad Ending
    A bad ending that's harder to get than the normal ending.
  • Faction-Specific Endings
    Each major faction in the game gets an ending where it wins.
  • Golden Ending
    The best ending among multiple available.
  • Last-Second Ending Choice
    The ending is determined entirely by a single choice near the end of the game.
  • Modular Epilogue
    Not a continuous ending cutscene, but a sequence of short scenes that show the consequences of your choices.
  • Omega Ending
    The player must find all other endings to view this one.
  • Philosophical Choice Endings
    The ending choice lets the player take a stand on a philosophical or ethical issue.
  • Playable Epilogue
    The player is given a degree of control over the ending "cutscene".

Same events occur in the story but the player can decide on the order of their occurrence or presentation.

  • Another Side, Another Story
    Play the story from the perspective of two or more player characters.
  • Arbitrarily Serialized Simultaneous Adventures
    The player decides in which order to experience simultaneous in-story events.
  • Golden Path
    The most rewarding set of player choices throughout the game.
  • Gotta Catch Them All
    The player must collect all Plot Coupons but can decide in which order.
  • Recollection Sidequest
    When an Amnesiac Hero's backstory is uncovered piece by piece, usually in no particular order.

Some events only occur in the story if the player takes specific actions and are non-essential to overall plot.

  • Companion-Specific Sidequest
    Depending on which companions the player has recruited, they may or may not receive this side-quest.
  • Match Maker Quest
    A sidequest that involves the player playing matchmaker.
  • Optional Character Scene
    Depending on the player's choice of companions, this scene may or may not occur.
  • Optional Party Member
    It's up to you whether they join the group or not.
  • Optional Sexual Encounter
    Depending on the player's actions, this explicit scene may or may not occur.
  • Plot Tunnel
    All non-essential plot activities are temporarily suspended during mandatory plot advancement.
  • Romance Sidequest
    Optionally being able to date another character.
  • Secret Character
    Most players have no idea this character even exists in the game, because finding them takes so much effort.
  • Sidequest
    Depending on the player's choices, this episode may or may not occur. See also its subtropes.
  • Sidequest Sidestory
    Depending on the player's choices, this story arc may or may not occur.
  • Story Breadcrumbs
    Entirely optional texts scattered around levels reveal the larger context of the gameplay—if the player reads them.

Ways to make dialogue between in-game characters both interactive and natural-sounding.

  • Dialog During Gameplay
    Audio-only dialogue runs in parallel with the player's actions.
  • Dialogue Tree
    The player can decide what and in which order to say in dialogues with NPCs.
  • Enemy Chatter
    Mooks can talk with each other, as long as the player doesn't disturb them.
  • Keywords Conversation
    A dialogue mode where the player inputs keywords to elicit a response from the NPC.
  • Schrödinger's Question
    An in-game decision is disguised as a quiz.

How narrative tropes and gameplay tropes co-exist in the same game.

  • Boss-Altering Consequence
    A boss's difficulty, moveset, or other aesthetics can be altered by the story choices made by the player or the objectives completed before or during the battle.
  • Emergent Narrative
    A plot that emerges procedurally from gameplay mechanics and player actions.
  • Expository Gameplay Limitation
    The player's gameplay abilities are temporarily restricted to focus their attention on the narration.
  • Gameplay and Story Segregation
    A Super-Trope of cases in which a game's narrative does not reflect its gameplay and vice versa. See also its subtropes.
  • Injured Player Character Stage
    A player character gets injured in a game's storyline, which impacts their abilities in the subsequent gameplay sequence.
  • NPC Scheduling
    Non-player characters are characterized by having lives beyond only reacting to the player's actions.
  • Sliding Scale of Gameplay and Story Integration
    A Super-Trope of various ways of reinforcing the story through gameplay and vice versa.
  • Video Games and Fate
    The strict linearity of a game's storyline is not used solely as a gameplay contrivance, but representative of the game's themes of fate and predestination.
  • Developers' Desired Date
    A game allows you to romance numerous potential options, but shills one or more of them at the expense of others.
  • Enjoy the Story, Skip the Game
    A game which features both story and gameplay, but the gameplay is largely overlooked by players in favour of the story.
  • Play the Game, Skip the Story
    A game which features both story and gameplay, but the story is completely ignored by the players who concentrate on the gameplay.
  • Script Breaking
    The player somehow breaks the predetermined story event sequence, introducing non-linearity where there possibly wasn't any before.
  • Story Branch Favoritism
    The creators put a lot more effort into some branches at the expense of the others—but they are all equally canon.
  • Story Difficulty Setting
    When a game features a difficulty setting specifically catering to players who just want to experience the game's story.
  • Story to Gameplay Ratio
    How much time the player spends on pressing buttons vs. following the plot.
Interactive Storytelling Tropes - TV Tropes (2024)
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