Invoke Studios and the magic system in Warlock
MechanicsComments
We saw this approach with early immersive sims. The issue usually isn't the state-based goals, but the invisible walls developers add later to prevent players from bypassing entire levels.
But wait... how does that actually work in a curated action loop... wouldn't bending the rules too much break the specific triggers needed to progress the story?
What if the developers are using state-based goals instead of linear triggers? If the game only cares that a door is open, regardless of how the player achieved it, the systemic chaos wouldn't break the loop.
This is a better path than the checklist design common in recent open world titles. It is far more efficient to let players solve a problem with a system than to build dozens of unique, scripted puzzles that only have one solution.