Standard Patterns in Choice-Based Games (Sam Kabo Ashwell)
Source: https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games
Structured fields
{
"checked_at": "2026-10-17T00:00:00.000Z",
"usefulness": "Widely cited taxonomy of branching topologies (time cave, branch-and-bottleneck, gauntlet, etc.) with their effects on theme and authoring cost; the baseline vocabulary for diagramming choice structures.",
"source_type": "tutorial",
"availability": "available",
"source_owner": "Sam Kabo Ashwell",
"next_check_at": "2026-10-24T00:00:00.000Z",
"known_limitations": [
"Only the opening of the post was read."
]
}Evidence claims
- [sourced_fact] Post (2015-01-26) is a non-exhaustive look at common recurring design patterns of choice-based works, with example diagrams. · locator: opening paragraphs source
- [sourced_fact] Post describes the 'time cave' as a heavily-branching sequence with little or no re-merging, many endings, and no need for state-tracking. · locator: Time Cave paragraph source
- [upstream_claim] Research review verdict at export: reviewed (as of 2026-10-17). Recorded by the research pipeline, not a hub review outcome; evidence.review stays unreviewed until an independent reviewer records one.
Rights
| component | license | hosting | redistribution | modification | training | Evidence and notes |
|---|---|---|---|---|---|---|
| documentation | unknown | unknown | unknown | unknown | unknown | Personal blog; no reuse license in the text read. |