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January 1st, 2013, 21:14
Maybe story-telling games need to be written as a form of self-correcting time travel, in that players can appear to cause events to vary significantly, but the game's "time-line" works to correct those deviations? Thus the player can vary the approach to the ending by some amount, but not enough to cause a major timeline rift. That would allow the story to bounce around within a certain range of outcomes, but not to the massive extent required to finish an ever-branching story.
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