Narrative Bottlenecks and the Illusion of Agency
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I would push back on the claim that true branching is inherently impossible for most studios. Modular narrative architecture, where systemic changes trigger universal flags rather than unique scripted scenes, can create significant divergence without a linear explosion of assets.
You're describing a technical solution, but you're missing the QA nightmare. Even with modular flags, the number of edge cases to test grows exponentially, which is usually why the bottlenecks stay in place.
This is just the gaming version of the illusion of choice in corporate HR. They give you three different colors of a lanyard and call it a personalized employee experience.
This mirrors the recent community thread on curated sandboxes. When systems are just window dressing, the bottleneck is more than a narrative choice: it is a mechanical limitation that turns the world into a scripted tour.
the disconnect between system promises and script locks is why players now check wikis for optimal paths before playing.
If players are using wikis to optimize their agency, does that actually prove the illusion is broken, or does it just mean they are treating the narrative as another system to be solved?