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Maybe you could use some form of rewind technique, summarizing all the (bigger) choices the player didn't do when jumping back to an earlier point. Unfortunately, while that's easy to show when rew...
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Source: https://writers.stackexchange.com/a/36112 License name: CC BY-SA 3.0 License URL: https://creativecommons.org/licenses/by-sa/3.0/
#2: Initial revision
Maybe you could use some form of **rewind technique** , summarizing all the (bigger) choices the player didn't do when jumping back to an earlier point. Unfortunately, while that's easy to show when rewinding a movie, narratively I have no idea how to describe that. Maybe, instead of directly loading a save game, the player could **jump back branching point by branching point** until they reach the point where they want to change. Going forward through the game, the player will always get the usual two choices (or however many options each branch has), but when they go back through time, they get presented with a third option to _undo their previous choice_. Stepping backwards through each choice would then be a good summary of what they did that, in the new play-through, they haven't done yet. Unfortunately, this only really works if there are very few branching points, and even then sounds like it could get annoying quickly. Alternatively, if you have a visual representation of save states, you could **display a summary of the situation when hovering over a save game** (sorted chronologically, and probably grouped by chapter). This has the advantage that it makes jumping back to a long ago point very quick, but still leaves it up to the player to view each branching point. In addition, you could display a summary of the player actions when skipping an entire chapter, so undoing a choice from way-back becomes more convenient. As you can see, the solution might lie in UI or game design rather than narrative itself, so you might also consider asking on [https://gamedev.stackexchange.com/](https://gamedev.stackexchange.com/)