Readable decisions
Choices can be presented clearly without burying the player under a complex 3D interface.
Choiceborn uses text and clear choices to make a large simulation readable. The interface stays restrained while the systems underneath keep track of a life that can become increasingly complex.
Choices can be presented clearly without burying the player under a complex 3D interface.
Text can reflect earlier relationships, education, career events and family history when later situations occur.
Simulation depth lets the player choose which systems deserve more manual attention.
Choiceborn's interface is intentionally restrained, but the underlying state can include qualifications, job history, relationships, memories, assets, debt, investments, health, businesses, relatives and a changing economy.
The goal is to make consequences legible without telling the player there is one correct way to live.
An education choice can affect later applications. A relationship can carry memories into future conversations. Credit and debt can affect housing. Economic conditions can influence employment and business performance.
The result is a text-driven game where the interesting part is not simply choosing option A or B, but seeing how a sequence of choices and circumstances turns into a life.
Different birth circumstances, opportunities, people, careers, families and world conditions can push lives in different directions.
The Hall of Lives and generational systems are designed to make finishing a life part of the larger experience rather than the end of the game.
Choiceborn is being built for iOS, Android and Windows, with the public itch.io page already available to follow development.