KGentle wrote:
I think IF's strength lies in the fact that you can program it much quicker versus video games. And it has the ability to make a story really interesting by giving the player a choice. So my question is why do most IFs still go so linear. Why aen't there many branching story lines when that is something that can easily be done?
I think, first of all, you're underestimating the amount of work that it takes to write an IF game
well, even a highly linear one.
Secondly, most IF games are written by individuals working in their spare time.
Thirdly, there's this thing called
combinatorial explosion. What it means is that every time you give the player a substantial two-way choice, you double the amount of work you're going to have to do. More generally, the more variation is allowed, the more work the author has to put in,
and this number increases faster the more variation there is. Give a player four branching choices and you now have sixteen times as much work. So, if you were working on a game that was going to take three months to write (a fairly fast, but reasonable schedule for a normal comp game), that game would now take four years, for a story of the same length as the linear three-month game. And four choices is not really very many, and binary choices are kind of lame: what if you want there to be
three options with every choice? So, branching is not a trivial effort.
Now, that's overstating it a bit, perhaps; a branching game might be able to re-use much of the content between branches. But that generally means more special behaviours to manage, and therefore more bugs to find. And many players won't replay the game, or won't replay it enough to see all the branches, so a lot of your effort will go into things that any given player may not see. Any way you do it, heavily branching narratives are expensive for the author. Even in CYOA, where narrative choices involve considerably less work than in IF, you see authors pulling all kinds of tricks to restrict branching.