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Abbreviation of Choice and Consequence, a feature associated with computer role [playing games] where the intent is to make player choices matter. A given choice might prevent the player from experiencing a part of the game's story or world, or [eventually] lead to failure of a mission or quest. This is done with the intent of either increasing the simulation aspect of the game or its replayability (and, occasionally, both). The term was allegedly coined by [Obsidian Entertainment] during the development of Alpha Protocol, although the feature itself was already present in older games, such as the original Fallout series or Planescape Torment (among others).
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