This post contains spoilers for Flint parts 1 & 2 and minor spoilers for Lost in Reflections.
This is probably going to end up coming off as a bit negative so I’d like to start off by saying that I enjoyed Flint. I enjoyed the fascinating and bizarre world it painted and the broad strokes of the story. I was, however, a little disappointed by it and the reason for that comes entirely down to the way it structures its choices.
There are 3 ways that branching choices engage us in interactive narrative. First, there’s the reward for making a correct or optimal choice. Maybe we needed to be paying attention. Maybe there was some puzzle to solve. But when presented with the list of choices we could tell that the one we made was the right one. The second is characterization. Our choices say something about us, or at least our characters. Are we kind, cruel, brave, practical? Our actions define us. They are the outward expression of our psyche and it is satisfying to be able to act that out in the story. And finally, there are consequences. Whether we saw it coming or not our current predicament (or lack thereof) is the culmination of our actions and it’s clear that different choices would have lead to different outcomes.
These categories are not binary; they are a spectrum. A choice can engage us in any number of ways all at once. Maybe we can reason out the optimal choice but are caught between it and sticking to our principles. Maybe a choice that characterizes us also leads to unforeseen consequences. Choices that are purely consequence based are actually the trickiest to do well because the choice by itself may not be engaging which means it only becomes interesting retroactively when the consequences are revealed and it is difficult to structure the consequences in such a way that they are interesting without feeling arbitrary or pointless.
Lost in Reflections has been my favorite exceptional story by far largely because of the choice it presents. Most of that story is fairly linear as it builds it’s world and sets up its scenario. Then, at the conclusion it presents you with a fascinating and difficult choice. It forces you to carefully consider what you’ve seen, determine where you’re morals point you, and then weigh those morals against the potential consequences of your choice. Whatever you chose you stand to gain or lose something and it says something about you as a character in this crazy world.
In contrast, Flint is front-loaded with a lot of branching choices but they are all ultimately fairly arbitrary. What kind of people would you like to bring with you feels like a choice I should be puzzling out but without knowing what I would be facing your shooting in the dark. It also said fairly little about my character and in the end you could just spend resources to fill in any gaps. Who is your deputy mostly seems to be a choice of who you want to get a bit of extra story with. The decision to save or leave the bishop’s sister is an interesting choice character wise but if you leave her to her fate keeping the Knapt versus getting the Word of Caution is basically just a coin toss. As far as I can tell each one just lets you bypass a challenge.
I enjoyed Flint. I enjoyed its world. But in terms of choices it mostly felt like I was traversing a series of story branches without any particular reason for taking one branch over another. The choices I made often lacked any context hinting at their consequences, they rarely felt like they said much of anything about who my character was, and ultimately I don’t feel like my story would have been dramatically different if I had taken a different path. I found myself almost wishing for a more linear path through the story.
That having been said, I only saw one set of story branches and I suspect that some people will have found the choices more meaningful for their characters than I did. And again, I did like Flint but it so well encapsulated this issue of choice engagement that I couldn’t help but write about it. I’m passionate about interactive narratives but they are still a relatively young medium, different people want different things from them, and we’re still figuring out what works and what doesn’t. Personally, I don’t mind experiences that are ultimately fairly linear as long as my character has the opportunity to define who they are and how they fit into the narrative. Outside of Fallen London, The Walking Dead Season 1 from Telltale is a great example of this. For me, Lee was a man desperately trying to hold onto his humanity in extreme conditions. For you he may have been very different even though the broad strokes of his story would have been fairly similar. Flint seemed to be the opposite. A narrative that branched without those branches saying much about the character at the center of the story and with no particularly strong reason for picking one branch over another.