This depicts a section of a hypothetical game with a focus on narrative. The setpiece opens with the player character, prone to a sickness known as the frenzy, stumbling into a quiet temple while looking for help. The monks soon take notice of what's going on with this peculiar guest, and they get scared. Prompts will determine the player's next actions, or so they think. The frenzy has already taken a hold of them, and will quickly make its terror known to all.
This last piece has been imagined as a flowchart so I could get an idea of how to manage narrative choices on a more technical standpoint. It made me get out of my comfort zone, but it was actually more fun that I would've thought! I feel like with these things, nothing helps more than practice and applying it into actual prototypes, so I might go for that next time I want to practice.
With this, I kind of wanted to show an impossible situation, one that always seems to go wrong no matter the choices you make. I feel like this is made especially clear with how the level ends, though in a hypothetical game, certain prior actions might have their importance in regards to the plot and characters. In my opinion, while these choices won't always change the course of your game, they need to pay off.