Flow Chart
Explanation:
The flow diagram for interactivity shows all the major events of the narrative.
Certain constituent events, like 'Explore orphanage' and 'Explore Town' will have a lot of smaller interactivity events contained within them. The narrative is divided into three acts: Act I is defined by becoming familiar with the orphanage, setting up the story and storyworld and looking for a way out, Act II is characterized by getting to understand the town/island and the people that reside there and Act III is the final act that includes the climax and resolution of the narrative.
The thicker arrows indicate the constituent activity preceding it must be completed before the next events are open to the user. The bidirectional arrows indicate that the user may go back and forth between the connected events. So for instance, the user will be able to further explore the orphanage after exploring the town for the first. They also indicate that previous events are 'locked in', these will be forced save points in which you will not be able to change previous events after progressing.
Variable Constituent events simply indicate that while they have significance within the story and will be visited, the time which they take place or the length these events last in variable depending on decisions the user makes.
The decision events are major selections having a bearing on the path the story takes. End events are possible endings. This will be the major difference brought by the interactivity. While some of the decisions that influence which ending you get are explicit, decisions you made throughout the game gave you accumulated triggers that influence which ending you get more. These triggers will not be obvious to the user as they are playing and increase the impact of smaller decisions and storylines. The variable end events may be triggered throughout the narrative, they are early endings that bring consequence from failing puzzles or making very poor decisions.
The UI screens are paratextual elements that will be necessary to convey the narrative. You will need a start screen to indicate to the user what the game is about and that the program executable started properly, you need to teach them how to navigate through the narrative, and enable the user to restart from save points so they do not get frustrated having to start over.