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Episode 3

When the reader gets a choice

Alex and Sam explore authored interactive fiction through inkle’s 80 Days and Ink’s documented design practices, asking how choices, constraints and consequences distribute authorship between writer, system and reader.

Alex & Sam · About 4 min

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Researched through 26/09/2026, 13:33:55 UTC. AI-generated conversation, reviewed before publication. Events may have developed since this recording.

The conversation

Alex

A story gives you two buttons. One says “stay”. One says “leave”. You press “leave”—and immediately regret it. Who made that moment? You, or the writer? Let’s try that question on inkle’s 80 Days, the interactive adventure released in 2014.

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Sam

Both, surely. You made the choice. But somebody made leaving possible—and made it hurt. Inkle describes a narrative that adapts to your circumstances and can change them. That’s more interesting than just picking an ending from a menu.

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Alex

Think of a journey. Different routes can cost time or money; an unexpected event can wreck your tidy plan. Reviews of 80 Days describe exactly that kind of disruption. You’re dealing with a situation, not just voting for the next paragraph.

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Sam

And the story can remember. Ink, inkle’s writing language, supports variables and conditional text. In plain English: an earlier decision can change what appears later. Two paths can also join up again. They don’t have to grow apart forever.

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Alex

Good, because a completely separate story after every decision would get out of hand very quickly. Writer and designer Emily Short describes other structures: scenes selected because of what’s happened or what matters now, rather than an endlessly spreading tree.

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Sam

So imagine two readers arriving at the same dinner. One arrives trusted; the other arrives having betrayed someone. Same room. Very different evening. That’s our example of why a remembered consequence can matter more than another ending.

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Alex

There’s also a lovely imbalance here. Accounts of 80 Days describe a substantial amount of writing that any single journey won’t reveal. You see your route. The writer had to think about possibilities you’ll never meet.

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Sam

Which answers part of our opening question. The author still decides what you can do, what it costs, and what the world remembers. Giving you choices doesn’t mean handing you an empty page.

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Alex

But the reader brings intention. Imagine choosing the expensive route because you’re curious, not because it’s efficient. The rules can record the choice; they may never know your reason. That’s where I think a lot of the pleasure lives.

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Sam

Yes—the available actions put a boundary around your freedom. Emily Short’s discussion of player freedom makes that distinction useful: what can this particular world actually let you express? If there’s no way to apologise, wanting to apologise won’t conjure up a button.

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Alex

And that missing button is an authorial decision too. My take is that interactive writing makes the frame visible. It asks you to notice not just what happened, but what you were allowed to try.

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Sam

Although I wouldn’t measure the result by how unique the final page is. Two readers might reach the same ending by very different routes. The sequence—the order of the pressures and discoveries—can be what makes it feel personal.

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Alex

Personal doesn’t mean every choice has an enormous consequence. And the public descriptions don’t map every hidden rule in 80 Days. We can talk about the craft without pretending we’ve inspected the entire machine.

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Sam

Then maybe the better question is this: would you rather a story let you do anything, or give you a handful of choices you can’t stop thinking about? I’m much more interested in the second. Especially that button you wish you hadn’t pressed.

Sources & context

  1. 1. 80 Days - inkle's award-winning narrative adventure ↗

    www.inklestudios.com · Publication date not confirmed

  2. 2. GDC Vault - 80 DAYS Post-mortem: Letting the Game Tell the Story ↗

    www.gdcvault.com · Publication date not confirmed

  3. 3. Procedural Storytelling in Game Design ↗

    wileywiggins.com · Publication date not confirmed

  4. 4. inky/app/resources/Documentation/WritingWithInk.md at master · inkle/inky · GitHub ↗

    github.com · Publication date not confirmed

  5. 5. Beyond Branching: Quality-Based, Salience-Based, and Waypoint Narrative Structures – Emily Short's Interactive Storytelling ↗

    emshort.blog · Publication date not confirmed

  6. 6. On Stephen Bond on Player Freedom – Emily Short's Interactive Storytelling ↗

    emshort.blog · Publication date not confirmed

  7. 7. 80 Days (Meg Jayanth / inkle ) – Emily Short's Interactive Storytelling ↗

    emshort.blog · Published 2014-08-05

Still open

  • The roughly 3% figure and the 750,000-word script statistic are reported design figures, not independently audited production data. Source: s3.
  • The review-based observations about 80 Days describe play and critical analysis rather than a complete technical specification; they do not establish that every player experiences consequences identically. Source: s7.
  • The supplied sources do not establish the exact implementation of every route, variable, interruption, or consequence in 80 Days. Sources: s2, s4, s7.
  • The supplied evidence does not establish that any single choice produces a wholly unique ending, nor does it quantify how often branches reconverge in the finished game. Sources: s2, s4, s5, s7.