How could storytelling be open if not by having branches?
(Yes, a sophisticated AI could solve the issue, but we're decades away from that.)
Doesn't need sophisticated AI, just planning that players are going to do stuff out of order when you design.
For example, if you go to Skellige before you are done with Valen main quests and interact with certain NPCs on Skellige the game main story can break. There are side quests that breaks if you don't do things exactly in the order things were planned too. I had two where that happened.
- Joined
- Oct 13, 2007
- Messages
- 7,313