I spent several hours doing extensive Twine gardening on William Rous's Type Help and found a visual representation that feels useful. Click the following for a full-sized version (more spoilery!).

The vertical position gives the time of the event, so the scenes that happen at the earliest times are at the top, while the final scene is at the bottom.

I have mapped the general tree of possible deductions from left-to-right. So the two boxes in the leftmost column are 00-readme (which you might be able to see has an arrow going aaaalll the way down to 26-EN-1) and the briefing message in your inbox (which points to the three starter scenes in time codes 01, 02, and 03).

The interesting thing here, to me, is how much of a line this is. You generally progress through the timeline of events as you progress through your series of deductions, but there are a bunch of little callbacks to earlier events that you don't deduce until later. Almost like flashbacks, recontextualizing what else you know.

Also, if this were a link-based choice game instead of a knowledge-based one, we'd probably talk about this as being a gauntlet structure. There is mostly one main throughline, and a bunch of little short-lived side branches. But in this case those aren't deaths that you have to backtrack from, but additional story scenes that help you piece together what's going on. And in many cases they give you smaller details about the world that don't rise to the level of numbered “references” but may still block you from making further progress at some point.

It's also cool how much the separation of layers lets the story have more subtext and ambiguity than these games usually have—the only thing the computer is checking is whether you know who was in what location at what time. You can probably get all the way to the end of the game without piecing together all the details of what triggered these deaths. And even once you do, there's a fair degree of room for interpretation.

Anyway, go play Type Help if you haven't; it's an excellent game.