Until Dawn is not a flowchart
8 min read
By Eduardo Orellana ·
Supermassive Games, 2015. Counting branches is the wrong test. Until Dawn makes you complicit in the next scene, whether or not the plot forks.
Branching is the wrong measurement
Until Dawn, Supermassive Games, 2015, sells itself as a playable horror film in which your decisions decide who sees morning. That pitch invites the wrong exam. Critics count the branches, find that many paths rejoin, and declare the choice fake. Some rejoining is real. It is not the point.
The point is complicity inside a scene. You chose to look, or to leave, or to trust, and the next minutes know it even if the ending chapter is shared. A film cannot make you the one who aimed. A flowchart that truly forked into eight movies would still be a bad game if none of those minutes felt like yours. Judge the scene you just spoiled. The diagram can wait.
Branching is the wrong thing to measure
Counting how far the branches travel is the least useful way to judge Until Dawn. The game sells itself as a playable horror film in which your decisions settle who is still breathing at sunrise, and that promise invites the wrong test.
Measured against other branching narrative games, it is ordinary. Choices dent the story rather than redraw it. Some are false, some characters are protected from death until late in the night, some branches loop back into a single trunk, and the game is happy to telegraph when a decision is going to be collected later.
What sits on top of that structure is more inventive than the structure itself. Sepia flashbacks replay the decision that put you where you are. The menus log personality traits and shifting relationships in fine detail. Plenty of it is presentation rather than machinery.
None of that is damning. A story game does not need a unique world state for every combination of inputs. A decision can feel weighty even when its consequence is narrow, and at this level of production, authoring a billion complete paths was never on the table.
Judge it on the drama the choices produce
The question worth asking is whether the decisions, and the gruesome outcomes they trigger, add up to drama that satisfies.
It matters because Until Dawn is chasing a Hollywood horror feel, not a naturalistic one where anybody might drop out of the story for no reason. The ingredients are pure slasher: horny teenagers, a cabin cut off in the woods, the anniversary of something awful, a killer thinning the group one at a time.
Stories built from those ingredients tend to run on rules the audience can read. Early slashers made the rules moralistic and unpleasantly puritanical. Sex, drink, drugs, cruelty, any breach of the code, and you were marked. The innocent final girl walked out.
Ugly, crude, and often misogynistic as those rules are, they give the story a spine. Drama usually kills people for a reason: sacrifice, revenge, motivation, poetic justice, punishment, escalation, or to force somebody else into a decision. A horror death can look random in the moment and still be carrying genre logic.
Handing control to the player loosens the genre rules
Once the audience is allowed to intervene, that spine can bend. Until Dawn permits a huge range of surviving casts. Emily, the character a conventional slasher would line up for a showy punishment, can make it through the night intact. Matt, the boyfriend she walks over, can be the one who does not.
Jess and Mike put the same pressure on the pattern. The trope says the glamorous and sexually active are doomed while the innocent endure, and the game is under no obligation to honor it. Any surviving combination can reach the ending.
In practice most players finish with several characters alive, sometimes the whole group. That is the inverse of the classic slasher shape, where the cast is whittled down until one person is left standing.
The freedom is genuinely part of the fun. You can subvert the genre, shield the characters you like, punish the ones you cannot stand, or end up with a version of the night nobody else got. It also carries a cost, because a horror plot can lose its dramatic shape entirely.
When the player writes it, the story can lose its shape
A story you steer can be more surprising, more memorable, and more personal than one you watch. It can also produce scenes a script editor would send straight back.
Jess is the clearest case. In one run she is apparently killed, but the game never shows a body, so plainly her story is not finished. Hours later she comes round alone, deep in the mines. She walks a handful of steps and dies.
Read as a chain of player-caused events, that is perfectly valid. Read as drama, it is thin. The return gets no room, the survival tease never becomes an arc, and the death arrives more like a bookkeeping fix than a scene anyone wrote.
That is the fault line. An interactive story without a firm guiding hand can drift into something unsatisfying, surrendering pacing, character arc, poetic justice, and any sense that what happened was designed to happen.
Eight playable characters turn you into the director
Until Dawn carries one idea that answers the problem: you play eight characters rather than one. That is a far bigger playable cast than most choice-driven adventures hand you.
The size of the cast changes your footing. You are not locked into a single decent, sympathetic protagonist whose values you have to adopt. You can hold each character at a different distance. Some are written as narcissists and jerks. Some earn your sympathy. Some feel worth protecting, and some feel disposable.
From there you are doing more than inhabiting people. You are directing a horror movie, ruling on who has earned survival, who has earned an ending, and which version of genre logic the night is going to obey.
Framed that way, the rules come back into the room. You can hold the traditional final girl structure in place, make cruelty expensive, pay out for courage, or gleefully knock over the most exhausted cliches. The ditzy blonde survives. The obvious final girl does not. The one who wandered off alone pays for ignoring every warning the genre gave.
Some of the systems back that role up
The game does hand you instruments for authoring, and several of them work. Deaths usually obey an internal logic. A missed quick-time event kills. Relationship meters can decide outcomes. Abandoning horror-movie common sense, like leaving the group to chase a noise in the dark, gets punished.
The totems are the sharpest of them. Picking one up flashes a fragment of a character dying or surviving. The images stay vague, but they are concrete enough to start aiming your later decisions.
That readability is the whole point. Directing a story you are also playing depends on cause and effect you can follow. If you are building toward a particular shape, the systems have to tell you enough for your intent to survive contact with them.
Not every death reads that clearly. A few decisions are close to opaque while carrying enormous weight. The flare gun is the example: it can settle what becomes of Emily and Matt without ever giving you a dependable sense of what you just authored.
A version that names the assignment
A bolder design would make the directing job explicit. Open the game by naming your brief: these characters live, these die, and perhaps the order they go in.
Your work would then be maneuvering the cast into the behavior the brief needs. For anyone marked to die, that means steering them into cruelty, into splitting off from the group, into the plainest horror cliches available, so the punishment reads as earned when it lands.
Such a game could be much shorter and built for repeat runs. Every run issues a different brief, asking you to cut a different horror movie out of the same cast and the same systems.
It would also need things to move around between runs. Repetition dulls a jump scare, a reveal, and a slow creeping moment alike. A replayable directing game has to stay unpredictable enough to keep you tense.
The film wants deaths, the game wants saves
At the center of Until Dawn sits a plain contradiction. As a horror movie it wants a rising body count delivered in ever nastier ways. As a video game it is talking to players who have been trained their whole lives to win.
Everything about the form pulls that way. Pick the smart line, hit the flashing button in time, read the warning, protect your assets. When a totem shows you a character dying, the reflex is to go and stop it.
So the movie wants everyone dead and the game wants everyone alive, and one of them has to lose.
The standoff gets far more interesting the moment you take the director's chair, because survival stops being the only win condition. The goal becomes the story's shape: cruel, fair, subversive, traditional, tragic, or ridiculous and entirely yours.
Its best idea needs you to reach for it
As a choice-driven horror adventure, Until Dawn is a good time. Its branches do not need to open all the way to land, and even a tightly bounded consequence can feel like yours.
Its best idea is not dialogue selection or keeping the cast breathing, though. Its best idea is that you can take over as the author of the slasher structure itself.
Once that lands, the dramatic mess stops being a flaw and becomes the material you play with. You impose genre logic, bend it, or watch your plan for the night fall apart around you.
Miss that framing, and without steadier tools for steering, plenty of players will finish without ever touching the most interesting thing on offer. Until Dawn is at its strongest not as an interactive horror movie, but as a horror movie you are trying to direct.
Build it in Flockbay
In the Flockbay app, write one scene with two choices that change the next scene tone, not necessarily the ending. Play both. If you cannot feel the difference, the branch is a diagram. If you can, stop adding endings and add another scene of that kind.
A visual novel template and the AI horror game maker are enough for one night and four teenagers, not eight endings.
Keep reading
- Bedrotting Simulator is a horror game played entirely through your own screen
- A choice can skip the menu
- Make the player show the work
- Mystery is a distance you set
- Make a horror game where the choices carry the fear, with AI
If your game hands the story to the player, build it, play it, and see whether the run they produce has any dramatic shape. Your own reaction at the end of a playthrough is the honest test.
More notes on designing player-driven stories