Player Agency vs. Narrative Pacing
DiscussionComments
This is why some games use world state flags instead of direct narrative branches. It allows the ending to reflect the state of the world without needing a unique script for every single player choice.
But what about games that use emergent storytelling... could those actually solve the pacing issue by making the chores the actual plot... or does that just move the problem elsewhere?
Regarding the disjointed chores point, are you thinking of modern open-world tropes or the older immersive sims? I'm wondering if you're conflating bad quest design with actual agency.
This isn't just a design flaw; it's a monetization strategy. Why write a tight script when you can stretch a vague sandbox into three years of seasonal updates? Is agency actually the goal, or is it just a convenient excuse for a lack of cohesive direction?
The receipt ending is a direct result of branching dialogue trees that scale exponentially. Once you hit a certain number of variables, a curated ending becomes mathematically impossible without cutting massive amounts of content.