Branching

How to design with branching in mind

Players want to know that their action (or inaction) matters. Without consequences players will disengage. Branching is a way to communicate consequences. Both multiple Master Events Lists (MELs) or Pattern of Life (PoL) stax can be used for this (as well as impersonation).

Multiple Master Events Lists

You can use MultiMELs as a way to create branching in exercises.

Add another MEL by clicking the +:

When should I add more than 1 MEL?
  1. to add additional narrative and challenges to the exercise (e.g. if players are handling the main exercise too comfortably)

  2. to extend the usefulness of an exercise by adding optional MELs for specific departs (e.g. the "legal MEL" if the lawyers take part in the exercise).

  3. to take the exercise in a new direction to show players a consequence (e.g. paid ransom, didn't pay ransom)

To find more information about multiple MELs in the Facilitator Dashboard, please visit the page below:

Multiple Master Events List

Different Pattern of Life stax

Another way to achieve "branching" in exercises is to use different PoL stax. This can be effective if you want to simulate different online reactions depending on player choices and avoid using several MELs.

In this example, players will experience a totally different response on social media based on a public speech:

To find out more information about Pattern of Life, please visit the page below:

Pattern of Life (PoL)

Responsiveness matters

Responsive design simulates a "choose-your-own-adventure" story, which is highly engaging for players.

When players experience the impact of their positive or negative choices, lessons are more likely to be remembered - experiential learning is the most powerful.

Benefits of responsive design

  • Encourages decision ownership

  • Improves exercise debriefs

  • Increases emotional investment

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