

The structure of the choice-based story most accurately relates to the "shrub" archetype. Each room presents the player with a choice, and based on that choice the player may gain or lose a variable called "karma." After three rooms, the game checks how much karma the player has, and depending the number gives a different ending. The reason I chose this structure is because it illustrates that the players choices hold weight something that ought to be apparent from the tombstone that may be foun...

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