: The story branches but eventually returns to a "hub" scene to keep the scope manageable.
: Use different starting backgrounds (e.g., "Beggar" vs. "Prince") to change how NPCs treat the player throughout the game. 3. Structural Design Tools Select Game
In games where players "select" their path, the world must react to their identity. : The story branches but eventually returns to
: Don't just offer A or B; give the player a reason to pick one based on their character's history. Select Game