SilentComet & Felix
Felix Felix
Hey, I’ve been toying with the idea of a game where the NPCs actually evolve their own narratives based on player choices—kind of like an AI‑driven story generator. Think of a world where the lore itself shifts, not just the plot. What do you think? Could it make storytelling more dynamic, or would it just overcomplicate things?
SilentComet SilentComet
That idea is definitely eye‑opening. If the NPCs actually grow their own backstories, you’ll need a memory system that tracks choices, a modular dialogue engine, and maybe a small AI that writes out new arcs on the fly. It can make the world feel alive, but you risk turning the plot into a maze where the player never feels in control. Start with one or two characters and a simple loop—if they can evolve their own little stories, you’ll see if it adds depth or just adds noise. The key is keeping the core narrative clear while letting the details breathe.
Felix Felix
That sounds solid—start small, then scale. I’m curious how you’d decide when the NPC’s arc should loop back to the main story versus branching off into its own side quest. What triggers the switch, and how do you avoid making the main plot feel like a breadcrumb trail?
SilentComet SilentComet
Use a few hard checkpoints. When a player completes a milestone in the main plot, let the NPC’s story wrap up that thread and hand the player an optional side‑quest if it’s meaningful to the world. The switch is triggered by narrative weight: big world‑changing events or personal revelations that tie into the main arc. Don’t let the main plot feel like breadcrumbs—give it its own satisfying beats. If the side quests add depth but stay optional, the core story keeps its momentum. Keep the choices obvious and the consequences visible so the player knows why they’re branching.