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These games allow the character to see what is going to happen before the character actually gets there. This is normally done to give a unique perspective on the story
Flashbacks take a player into a flashback sequence. Often playable, but not always.
Full Reactive Eyes Entertainment (named to fit the acronym 'FREE') is a quasi-genre invented by designer Yu Suzuki, describing a blend of adventure and open-world sandbox gameplay found in the Shenmue franchise.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
A game which does not force the player to play through the story in a particular order, chronological or otherwise. Some games offer the option of skipping whole chapters entirely.
Non-linear level design where the player is able to freely traverse the game world and choose where and when to visit certain areas in the game.
A narrative that takes an unexpected turn. Commonly, plot twists come in the form of revealing that the player character is not actually who they thought.
Games that have an open gameplay structure that allow players to interact with the world as they choose.
A gameplay mechanic where the player must make narrative decisions or dialogue choices in real-time, within a certain time limit, with their choice (or lack thereof) affecting the plot. Timed decisions are essentially a form of QTEs (quick-time events), but differ in the sense that they affect the narrative outcome.
Don't believe anyone. There's more going on here than is immediately apparent.
A sub-genre of adventure games, visual novels are a form of interactive fiction that usually have very little in terms of gameplay but often focus more on extensive storytelling, character interactions, decision-making and branching narratives.
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