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Interesting stuff to think about. Baldur's Gate 3 would be the obvious example for how to do this well, although it had to have taken a massive amount of effort to build so many different branching paths that took into account the type of character the player built, their actions throughout the game, the various developments in the plot, and so many other variables.

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Jun 21Liked by Adam Mirkowski

Very good read! I will have to return to that article, when I'm designing a dialogue system!

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