Which named structure patterns do practitioners use for choice-based stories, and what does each one feel like to play and need in state?
Partially verified: the curator re-read none of the cited sources; S1 rests on the producer's pinned reading. Ashwell's 2015 post (first-person practitioner/critic, one author) names eight non-exclusive patterns and for each gives structure, state-tracking need, effects on the player and examples: Time Cave, Gauntlet, Branch and Bottleneck, Quest, Open Map, Sorting Hat, Floating Modules, Loop and Grow (plus spoke-and-hub as a variant). He states the categories are not discrete and the example diagrams are simpler than real works. Pinned raw bytes were read here; the catalogue's earlier observation was a tool-text read with no retained bytes.
Partially verified: the curator re-read none of the cited sources; S1 rests on the producer's pinned reading.
Ashwell's 2015 post (first-person practitioner/critic, one author) names eight non-exclusive patterns and for each gives structure, state-tracking need, effects on the player and examples: Time Cave, Gauntlet, Branch and Bottleneck, Quest, Open Map, Sorting Hat, Floating Modules, Loop and Grow (plus spoke-and-hub as a variant). He states the categories are not discrete and the example diagrams are simpler than real works. Pinned raw bytes were read here; the catalogue's earlier observation was a tool-text read with no retained bytes.
Curator qualifications: Partially verified: the curator re-read none of the cited sources; S1 rests on the producer's pinned reading. Curator GET 2026-10-23 of the sources not re-read (mechanical source evidence, not semantic verification): S1: HTTP 200, bytes differ from the producer pin.
Evidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.
Structured fields
{
"citations": [
{
"url": "https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games",
"note": "cited at https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/; candidate evidence excerpts"
},
{
"url": "https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/",
"note": "observed URL (dated/alias form of the cited catalogue source; canonical identity retained)"
}
]
}Evidence claims
- [sourced_fact] Ashwell's 2015 post (first-person practitioner/critic, one author) names eight non-exclusive patterns and for each gives structure, state-tracking need, effects on the player and examples: Time Cave, Gauntlet, Branch and Bottleneck, Quest, Open Map, Sorting Hat, Floating Modules, Loop and Grow (plus spoke-and-hub as a variant). He states the categories are not discrete and the example diagrams are simpler than real works. Pinned raw bytes were read here; the catalogue's earlier observation was a tool-text read with no retained bytes. · locator: cited at https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/; candidate evidence excerpts source
Rights
| component | license | hosting | redistribution | modification | training | Evidence and notes |
|---|---|---|---|---|---|---|
| documentation | unknown | permitted | permitted | unknown | unknown | Applies to this original summary only, not to the cited sources. |