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Narrative design
How to design a branching story with multiple endings
The Pominis Team
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8 min read

A branching story works when choices change the player's understanding, relationships, available actions, or final outcome. You do not need a completely different scene after every decision. You need consequences the player can recognize and endings that feel earned.
The practical challenge is controlling scope. If every choice creates two permanent routes, ten binary choices can imply more than a thousand paths. Strong interactive stories combine selective branching, tracked story variables, and planned reconvergence.
1. Decide what the story measures
Choose two or three dimensions that express the story's theme. A mystery might track clues, trust, and time. A romance might track honesty, closeness, and ambition. A survival story might track health, supplies, and group loyalty. These variables tell you what choices should affect.
- Use a small number of variables the player can understand through the story.
- Connect each major choice to one or two variables.
- Let consequences appear in dialogue and available actions, not only in hidden scores.
- Avoid tracking details that never change a later scene or ending.
2. Use different kinds of branches
Not every branch needs the same size. A flavor branch changes dialogue or perspective and quickly returns. A consequence branch changes a later scene or relationship. A route branch opens a substantial sequence. An ending branch resolves the story differently. Mixing these types creates responsiveness without multiplying every part of the project.
3. Make choices difficult for the right reason
The best choices usually place two valid values in conflict: honesty versus protection, loyalty versus justice, safety versus discovery. Avoid one obviously correct option beside one reckless option unless the story is intentionally testing temptation or risk.
Show enough context for an informed decision, then preserve some uncertainty about the outcome. The player should understand what they are choosing, but not receive a complete preview of every consequence.
4. Plan reconvergence without erasing consequences
Branches can return to the same location or plot event while preserving different dialogue, relationships, evidence, or available choices. This “branch and bottleneck” structure controls production cost, but the shared scene must acknowledge how the player arrived there.
- Change the opening lines of the shared scene based on the previous route.
- Carry forward an ally, injury, clue, promise, or suspicion.
- Unlock or remove at least one action when an earlier choice warrants it.
- Never pretend two contradictory decisions produced the same emotional state.
5. Design endings from the theme backward
An ending should answer the story's central question and reflect the variables you chose to track. Start by writing two or three distinct interpretations of the premise, then identify which decisions make each ending possible. This creates causality instead of attaching arbitrary finales to the last choice.
For example, a story about whether truth is worth personal loss might end with public exposure, private reconciliation, or continued secrecy. Earlier choices about evidence, trust, and sacrifice should determine which conclusion is available and how it feels.
6. Audit the full route map
- Every scene is reachable from the opening.
- Every route reaches an intentional ending or clear continuation point.
- No choice produces the same result with only cosmetic wording changes.
- Important information is available before the decision that depends on it.
- Each ending can be explained through earlier player actions.
- The longest route is still paced well enough to replay.
Pominis can help generate and visualize a branching draft, but the most valuable step remains playing the routes and judging their consequences. Build the smallest route map that expresses your theme, make its choices legible, and expand only after the endings already feel different for a reason.
Start with a choice worth playing
Give Pominis a premise, a pressure point, and one meaningful decision. Then turn the first draft into something you can show.
Start creating