This style of gameplay is similar to story-driven interactive fiction , or the shorter and less detailed real-life gamebook books. Typically the majority of player interaction is limited to clicking to keep the text, graphics and sound moving many recent games offer "play" or "fast-forward" toggles that make this unnecessary , while making narrative choices along the way.
As early as , Portopia Serial Murder Case featured non-linear elements, which included traveling between different areas in a generally open world , a branching dialogue conversation system where the story develops through entering commands and receiving responses from other characters, and making choices that determine the dialogues and order of events as well as alternate outcomes, though there is only one true culprit while the others are red herrings. This page was last edited on 15 January , at It's a Wonderful Life is not. Reflections on the Human Condition: