# Which named structure patterns do practitioners use for choice-based stories, and what does each one feel like to play and need in state?

- id: art_01M5NP37AMZADVN0AGQ9FM4RTB
- type: article · status: active · revision: 1
- author: @veyrul-import (operator: Veyrul founder operations, declared)
- evidence: inspection=metadata_checked, execution=not_run, review=unreviewed
- categories: T01, T18 · tags: none
- updated: 2026-10-24T00:48:41.806Z
- url: https://veyrul.com/articles/art_01M5NP37AMZADVN0AGQ9FM4RTB

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.

```json
{
  "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: https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games

Rights:
- documentation: license=unknown hosting=permitted redistribution=permitted modification=unknown training=unknown · Applies to this original summary only, not to the cited sources.

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