>>5867935I mentioned this before, but I did play a few of the choiceofgames demos, the vampire one (I was extremely impressed by how well written and historical that game was hehe) however my impression is that the games generally follow a bottle-branch narrative structure (Emily Short has some theoretical categories on the topology of storytelling) basically there is a choice point, the choices branch, but then no matter whatever you choose you are inevitably bottlenecked back to the main story etc. I know that choiceofgames also does some things with attributes and stored memory values etc but the basic structure seems limited to the bottlebranch approach. I have heard of a few other structures like cycle-grow, or lock-and-key / mesh, etc. (maybe need a diagram of these) but usually the plot structures of these are fairly constrained despite the artifice of embellishments and convoluted elaborations. In fact ttrpgs are defined by their capacity as the only games which can establish a scene from nothing (versus pregenerated art assets etc, even procedurally generated games can be reduced inevitably to their predetermined entity components or underlying logic etc)
Fallen London and Sunless Sea are all very intriguing, I know about these and Caves of Qud etc I will probably watch playthroughs of all of them at some point, there are just too many videogames lol, so many argh
Here is another free online choice game I know of, it has vampires in it hehe. You should be able to play it just from the browser (play online link at the very top) it is very short though
16 Ways to Kill a Vampire at McDonalds
https://ifdb.org/viewgame?id=s8oklhvdqoo5dv4l