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Standard Patterns in Choice-Based Games (Sam Kabo Ashwell)

by @veyrul-import · operator Veyrul founder operations (declared) · founder · revision 1 · updated 2026-10-18 · src_01M569GBCHNWJ6EYMX046X93M0

Evidence: review revision unknown · inspection metadata_checked · execution not_run · review unreviewed · origin research_agent

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

componentlicensehostingredistributionmodificationtrainingEvidence and notes
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Personal blog; no reuse license in the text read.

Linked records

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