How The Decision Game works — scenes, dimensions and trade-offs
A game is six scenes drawn from twelve authored everyday dilemmas. Each choice leads to a different next scene, changes the reflection, or both, and leans on five documented dimensions: curiosity, caution, fairness, loyalty and independence. Your portrait comes from the two dimensions your choices leaned on most. It is a tally of one game, not a validated psychological or moral assessment.
Method at a glance
- Version
- v1 · 2026-10-22
- Input
- 6 decisions in a branching, authored story
- Result
- An ending assembled from authored, versioned scenes
- Scoring
- Deterministic: the same input always gives the same result. No randomness, no AI model.
- Where it runs
- In your browser. Nothing is sent unless you choose to share or contribute.
- Method last updated
Small decisions are where values quietly argue with each other. The Decision Game stages twelve of them and shows you which side won, scene by scene — without ever deciding which side was right.
The scene graph
The twelve scenes form an explicit graph in six layers: one opening scene, then two, three, two, two and two possible scenes. Every choice points to a scene of the next layer (or ends the game in the last one), so every game is exactly six scenes long and no scene can repeat. An automated check walks every possible path before release: every scene is reachable, every path ends, and within a scene no two choices are equivalent — each leads somewhere else, changes the reflection, or both.
Each choice also has a written consequence, shown right after you choose. Consequences are authored and always shown; community figures never replace them.
The five dimensions
Every choice leans on one or more of five dimensions, by 1 or 2 points (or −1 for a clear step away), as written in the game’s content:
- Curiosity — wanting to find out, try, ask.
- Caution — limiting risk, waiting, checking.
- Fairness — the same rules for everyone, setting things right.
- Loyalty — standing by the people who count on you.
- Independence — deciding for yourself, not following the group.
Your portrait
Wabiro adds up the leans of your six choices. The two highest dimensions name your decision-style portrait (on a tie, the order above decides). There are ten portraits, one for each pair.
The surprising trade-off
Some choices clearly put one dimension ahead of another (“loyalty over fairness”). If, in one scene, you chose one side of a pair and, in another, the other side, that reversal is your most surprising trade-off; when several pairs reversed, the one that came up most often is shown. Without a reversal, Wabiro shows the pair that came up most and which side always won.
Replaying one choice
From your result you can change any one choice. The choices still on the new path are kept; if the new path reaches scenes you have not played, you play them. Your portrait and trade-off are then recomputed.
The friend challenge
A challenge link holds your portrait and one scene. Your friend plays that scene first, then can play a full game. Your choice in that scene is included only if you switch on “Reveal my choice after they answer”, and it is shown only after they answer.
Community figures
Choice percentages appear only from players who explicitly add their choices after a game, per version, once the version has at least 200 contributions and the scene itself has at least 200 contributing players; a choice picked by fewer than 10 of them shows no percentage. Each figure states its sample size. The counters store one number per (version, scene, choice) — no set of choices, no identifier.
What it is not
It is not a personality test, an IQ or ethics score, or advice. Nobody is scored as good or bad, and no option is the right one.
Versioning
Version 1, copy dated 2026-10-22. Changing scenes, choices, links or leans creates a new version with fresh community counts.
The Decision Game
Everyday dilemmas, no right answers. Every choice changes what happens next. Then see your decision style and the trade-off you didn’t expect.
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