Gothic 3's technology is based on a simple idea but which is part in every section of development: The player should have a maximum of freedom and the world should traceably react dynamically on every action he takes. We had the same goal in the other parts of the series, but our way to achieve it was another. We feigned the player's freedom with some tricks and simulated and programmed every single reaction of the world. This needs much time and effort and was the main cause of Gothic 1 being very linear after the first chapter. In Gothic 2 we invested even more work, but all in all there was a natural limit. In Gothic 3 we tried to implement the player's freedom directly as a gameplay feature and wanted the engine to react on every way of playing automatically. Special reactions on particular decisions still exist, but the majority of the consequences is calculated through algorithms in the engine instead of being alleged by us.
This new attempt brings some problems.