Conditional endings in a branched simulation

Hi everyone,

I'm currently using a tool other than Storyline to build a branched scenario, but the software I'm using isn't performing as expected and I'm looking for other options. In order to build a business case for switching to another piece of software I need to confirm that Storyline can do the type of branching that my project needs. That's where I was hoping to get your insight.

My project is a set of branched scenarios that simulate the player having a conversation with another person. The player gets to choose dialogue from a series of choices, and the story branches based on what they said.

Here's a map of the branching of one of the scenarios (the dark blue boxes represent end screens):

As you can see, on the far left path (the "best" path) there is one section where a choice can result in one of two endings. I want the user to see one screen (represented by the purple box) if they made all the best conversation choices with no mistakes. If they made some errors but managed to get back on to the good path, I want them to see a different end screen. In the software I'm currently using, this branching is created using a long "if___, then___" statement tied to only having progressed through the screens in the best path.

My question is this: can I achieve this same functionality in Storyline, either through a similar "if__, then___" setup, or through some other means?

Thanks in advance for any insight you might have about this!

9 Replies
David Anderson

Hi Bianca,

Thanks for clarifying the points. That means things are even easier I'm attaching the template I created in Storyline. Using your colors and the sim map, I recreated everything your map showed.

You have a few ending slides (red) that say "Go to slide 20". I didn't know if those were the same slide or new slides so I created new ones. Minor detail that we can fix easily.

Can you take a look at the file and see if it helps? I also put a Screenr together for you to show you how I created it.

Gotta say that your sim map is really well done. I was able to follow everything easily because of your color system. I'm a big fan of prototyping like that so this really worked well for me!


David Anderson

Just wanted to add that the variable example is only built out on the first slide. The first slide evaluates the current points when the learner clicks the Next Button. Based on the point value, the learner is branched to one of three slides. That's as far as that example goes. If you have more questions around how it works, let us know and we'll put some more together.

alphonso Brown

Hello everyone, I wanted to build a branching scenario for a healthcare simulation that had a health meter that would be displayed on each page and would indicate poor health or improving health based on the learners choices. Has anyone created an application that has a health counter and if so how would you integrate this into an application. Best regards and thank you for your help.

Michelle Whelan

Hey Everyone,

I am trying to attempt a flowchart myself, with yes and no answers.

I have tried it with both layers and Visit states but not sure it really works.

if you are looking at it, if you click yes its a layer, but if you click no its a visited state. The thing is when you click no you get another yes/no question. I want to make them be able to be clicked on, but as the same time I want the end user to see the flow of the chart. For example: once they have finished looking at the yes, maybe want to see what happens if they selected no, but still having the yes answers up.

Ashley Terwilliger

Hi Michelle and welcome to Heroes!

I really like your example so far - but I'm unsure about how you've set this up with layers vs. visited states based on what the user chooses. Do you have this one slide as a .story file that you could also share here with us? Possibly looking at that we'll be able to determine another solution for you - I suspect if you used only layers or only states it would be easier to set up the course to allow for both to be shown based on a conditional variable that they've already seen one of the others.