While often remembered for their straightforward, quarter-munching design, arcade machines were early pioneers in incorporating player choice and branching gameplay. This was achieved through several innovative mechanics that gave players agency beyond mere high scores.
One significant method was through character or vehicle selection. Games like "Gauntlet" (1985) presented players with distinct character classes—Warrior, Valkyrie, Wizard, and Elf—each with unique attributes that fundamentally altered the gameplay strategy and path through the dungeon. Similarly, racing games often allowed players to choose different vehicles, affecting handling and race outcomes.
Another profound implementation was narrative branching. The legendary "Dragon's Lair" (1983), while largely a Quick Time Event movie, presented players with split-second decisions that led to immediate success, humorous failure, or death, creating a branching path to the final rescue. Other games featured multiple endings determined by player performance or specific in-game choices, rewarding skilled play with a superior conclusion.
Dynamic difficulty systems, often called "rubber-banding," also created emergent branching. In racing games, the AI opponents' performance would subtly adjust based on the player's position, creating a unique narrative of catch-up or dominance in each play session. Furthermore, many beat 'em ups and shooters featured environmental choices, such as selecting one of two doors or paths, leading to different enemy encounters and level sequences.
These design choices were not just about extending gameplay; they were about creating personal stories. Each play session could become a unique anecdote, a "what if" scenario that encouraged repeated plays and discussion among peers. This foundational work in player agency within the constrained arcade environment directly influenced the complex branching narratives found in modern console and PC gaming.
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