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Branching Dialogue Has a New Standard-Bearer — and It Learned Everything from D&D


There's a design problem that haunts narrative RPGs: choices that feel meaningful in the moment but resolve into the same three outcomes. You pick the aggressive option, the diplomatic option, or the sneaky option, and the world shrugs at all three. The illusion of agency collapses, and you realize you've been choosing between flavors of the same corridor.

Esoteric Ebb does something different. And understanding why it does something different is worth your time, because it points toward what branching dialogue can actually be when a developer thinks hard enough about it.

Failure Is a Feature, Not a Flaw

Solo developer Christoffer Bodegård built Esoteric Ebb on a principle he carried over from eight years of running tabletop campaigns: every roll should lead somewhere worth playing. Not a dead end. Not a punishment. A new situation.

That sounds obvious until you think about how rarely games actually execute it. Most narrative RPGs treat failure as a wall — you didn't have the right stat, you didn't pick the right option, reload and try again. Bodegård's framing, drawn directly from his D&D experience, is that a character death in a TTRPG should make every player at the table feel the weight of it without making them feel bad about it. The distinction matters enormously. Feeling the stakes is the point. Feeling punished for engaging is the failure.

PC Gamer's coverage of the genre captures exactly how rare this balance is — most "Big Decision" games since the mid-2000s have offered choices that were either cartoonishly obvious or mechanically toothless, moral dials to play with rather than genuine dilemmas to wrestle with. Esoteric Ebb is trying to solve the actual problem, not just gesture at it.

In practice, this means the game doesn't hold your hand, and the world doesn't scale to your level — but when things go wrong, they go wrong in ways that open new story rather than closing it. That's a much harder design problem to solve than just writing more dialogue trees, and it's why the game has earned the attention it's getting.

Bodegård's stated goal — how do you write good choices? — is deceptively simple. Every good DM wrestles with it. Choices have to feel organic and unpredictable simultaneously. They can't feel like tests with a correct answer, but they also can't feel arbitrary. Threading that needle is what separates a memorable campaign from a forgettable one, and it's what separates a memorable narrative game from a forgettable one.

A Different Kind of World-Building

What makes this moment in narrative indie games interesting is the range of approaches developers are taking to the same core problem. A Tale of Crowns, a text-based high fantasy romance on itch.io, draws its world-building from Kurdish culture and historical Middle Eastern settings rather than the European fantasy defaults that dominate the genre — a distinction that shapes everything from its social systems to its magic.

The game's premise is genuinely distinctive: magic in the Arsurian Empire is treated as a skill no different from reading or writing, and the ruler's title passes not through bloodlines but through a spiritual selection that has historically landed on anyone from the poorest farmer to the wealthiest noble. Your character finds themselves marked as the new Crown after their parents are murdered and the previous ruler assassinated, and the story unfolds across an ongoing chapter-by-chapter release — Chapter Fifteen is now available.

The branching here operates differently than Esoteric Ebb's D&D-derived model. Rather than consequence-forward choice design, A Tale of Crowns uses choices to shape your character's personality traits and relationships with four distinct love interests, each carrying their own secrets. It's closer to the interactive novel tradition — character definition through accumulated decisions rather than world-state consequences. Neither approach is superior; they're solving different problems. One asks what happens to the world when you choose. The other asks who you become.

The Question Both Games Are Answering

The interesting thing about this moment in narrative indie games is that the best ones have stopped treating "meaningful choices" as a feature to advertise and started treating it as a design constraint to actually solve.

Dispatch, the superhero workplace comedy from former Telltale developers at AdHoc Studio, is arriving on Xbox on July 29 and represents a third approach: choice-based storytelling built around character voice and comedic timing rather than moral weight. Its eight-episode structure treats choices as character expression more than world-shaping decisions. Meanwhile, the text-heavy tradition has its own lineage worth tracing — The Life and Suffering of Sir Brante sits at the grimmer end of that spectrum, a narrative RPG where every decision carries compounding consequences across a character's entire life. Three or four games, several different answers to the same question.

What Esoteric Ebb has figured out — and what Bodegård's D&D background makes explicit — is that the quality of a choice isn't measured by how many branches it creates. It's measured by whether every branch leads somewhere you want to keep playing. That's a standard worth holding the whole genre to.

If you've been sleeping on narrative indie games because the last few you tried felt like the illusion of choice rather than the real thing, Esoteric Ebb is the one to start with. The D&D DNA shows in the best possible way.

Branching Dialogue Has a New Standard-Bearer — and It Learned Everything from D&D — Hidden Gems Weekly — Skywriter